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Originally Posted by DMN
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You show up with whatever rules you want to cook up. Let's say you force the players to rotate group kills on on a disputed item dropper.They go ok, we will split are party of 6 up into 1s and then the other group obviously does the same. Now you have 12 people going after a mob that spawns once in a half hour with quite a rare drop. But more and more players will be showing up in the interim to demand their spot at the loot troph -- far byond the drop rate of the wanted item. it would be a logistal nightmare and you are certainly going to have Ksers that go "whoops" I thought it was my turn" and other assorted shenanigans.
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Here's one simple idea. I imagine others could do better:
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Groups of players cannot claim camps over legacy items, only individuals. As soon as an individual acquires a legacy item they must pass the camp to a randomly determined next player (out of those currently waiting for the camp at that moment).
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It's short, simple, and prevents lockouts without requiring extra GM oversight, while giving every player an equal and fair chance to acquire legacy items (multiplied by how willing they are to sit and wait at the camp ... ie. it rewards perseverance). Of course people could break the rules and not random, forcing a GM to show up ... but that's no different from people breaking any other rule on the server.
And heck, with a tiny bit of custom coding the legacy drop NPCs could even check all the PCs within a certain distance around them at death, do the random automatically, and announce "Bob now has this camp". It wouldn't be classic, but neither is an all-volunteer CSR staff or FTE messages. Historically P99 has always been willing to go un-classic if necessary to make things work for the staff.