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Planar Protector
Join Date: Jan 2012
Posts: 5,841
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Quote:
Originally Posted by Orxudan
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I have been duoing in kc and had Ryel ask for me a group twice. Where he is going wrong is his approach to trying to get a group. It's too pushy. Instead of sitting at zoneline and advertising lfg, he walks up to where we're camping and asks to group. He accidentally trained us the first time which almost got us killed and did get himself killed. If I decline, he spends time trying to convince me anyway which is off-putting. I get it. It sucks when you don't have too much playtime, and you end up spending half of it just getting into a group to start xp'ing. The character I am playing now is my highest level ever, and when I've ended up taking long breaks from the game, it was usually because I was having too much trouble figuring out how to consistently get decent xp during my limited playtime and thus not having fun. I have the advantage of playing a shaman right now, and all I need to find is a duo, and I'll probably get better xp than a full group. If I add one more person, the xp may still be just as good or even better--if that person is a decent player and if we aren't having to compete heavily for mobs. However, if I haven't grouped with you before, I just have no idea what I'm going to get, and I might get my night messed up by letting you in. I understand why people speak badly of KC. KC does have some things going for it, though. There are always people to group with, it's s place where I can quickly start up or get into a group (=main reason I am xping here), and it's easy to get a res if things go bad. If I can get a good group or duo going, it is fantastic xp. I regularly play with my stepson who is a monk and another monk I've made good friends with who is an awesome player. If they aren't around, I take my chances with random other players. Sometimes it works out, and I make new friends. Sometimes I get the guy who is afk as often as he is at the keyboard. Or the rogue who logs out when the room pops during a big pull. Or the guy who pulls so slowly that I'm sitting with full mana half the time. Then I'm faced with the dilemma of hurting feelings by kicking that person out of the group or just resigning myself to a night of bad xp. That is why, even when my group isn't full, I'm hesitant to add another player even if, in theory, it should benefit all 3 players to add you. If, at some point, I am solo one evening, end up grouping with you, and we have a good time, then I'll definitely group with you again next time that we're both on. If I already have my duo/trio set up with people I am comfortable with, being pushy just makes it a lot less likely that I'll want to risk my time with you later on. I feel a little bad for Ryel having a thread about him. He hasn't been a huge ass when I've dealt with him. I just probably won't group with him because of his approach which he needs to adjust.
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You raise some good points and I'll get around to addressing them but first allow me to regale you with my own exploits in the castle formerly belonging to Karnor. You would think it'd be Venril Sathir's castle, would you not? Is Karnor even mentioned in Everquest's lore? Is Everquest's lore really worth exploring? Some people get into that shit so hard and, let's be honest, it's all filler made up after the fact by the developers and hardly what the game or any game is tailored to. So anyways, I've been playing this god, lower case, forsaken server since 2012 and have leveled 3 separate characters to 60, one of them to 60 twice, and in that time I've always kept in mind the old adage that KC is where noobs hit 60. I've, of course, done my best to hit 60 in KC whenever possible. I think it might be my favorite zone in Everquest. The general atmosphere of the place is filled with strife and chaos, and as such it's really a treat to be hidden and watch half the castle blindside a group of unaware people, most of which (all) lacking proper crowd control techniques to derail even the smallest packs of additional monsters barely worthy of the definition of train. Choo choo motherfuckers. After these two extra mobs kill 4 of the 6 man group lv 58 average party in LCY, the survivors will escape and share their train with AFK players at the zone in instead of zoning out properly. It's like the oldest rule in EQ, besides don't train, is to train right. 2018 idiots. This is all to say that, indeed, the people who seek out KC for experience are generally quite awful at the game and as someone who isn't and can survive basically anything because I can more situational awareness than a bean, I can enjoy the place and all its misfortune occurring to you people, the terrible terrible players failing at a game that arguably does not involve skill. These terrible terrible players if they should survive are also among the most accusatory and it's a pleasure of mine to relax with a nice tap water and watch the arguments fly by in ooc. Don't ever change P99.
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