Quote:
Originally Posted by Fame
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I really like that aspect of the game lol
I don't like the idea of everyone getting a fair chance at everything in the game. Some of these dudes put in work, the effort should be rewarded
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The problem is it is human nature to try to minimize the difficulty of anything to the point it is no longer challenging. The only way to control difficulty is to control how many players can attack the target. Even mobs that were designed to be unkillable were killed in EQ (Sleeper) because endless swarms of bodies were thrown at it until it died. This lead to an endless cycle of the mobs hitting harder and having more HP and taking longer and longer to kill. This peaked in Vex Thall when the encounters got so retarded people would literally AFK with autoattack on for a half an hour.
Even the EQ devs realized this was stupid and began instancing content in PoP.
Honestly, I think the way WoW does it with limited open world mobs but the majority being contained in time locked raid instances is the right way to go.
Imagine how much different this server would be if a guild like Azrael or Friends could kill NToV mobs in a 36 man instance, but the top tier mobs like AoW, Vulak, etc were contested. It would have the dual effect of allowing smaller guilds the change to gear up 75% of the way without needing to join a zerg, and zergs being less desirable to form in the first place due to limited raid spots.
I will say though in a game like EQ where classes are not all created equal, you'd struggle to find a spot in the tier 1 raid group as a shadowknight for example. WoW had to resort to gimmicky mechanics like a single unique buff to make sure you'd want to bring at least one of each class along.
Still, benefits outweigh the drawbacks?
That is my dear diary novella for the month of December thanks for reading.