Quote:
Originally Posted by Castle2.0
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I don't
[You must be logged in to view images. Log in or Register.] Maybe I'm feeling contrarian today, and please don't get me wrong, I
do think Teal
would be an improvement ... but it seems to me Teal addressed the symptom, not the cause.
Teal was amazing because it accidentally subverted the above in two ways: 1) most of the "competitors" stayed on Green, and 2) there were less players on Teal. Both those facts made it easier for people to "meet the threshold" and get mobs/items they couldn't on Green (especially post-merge).
In short, the beauty of Teal was its lower threshold. But ultimately, new servers with lower thresholds are lipstick on a pig, unless they address the underlying problem of having a threshold at all.
P99 has long had a difficult problem (making classic EQ with unclassic player knowledge), and to solve it they've tried to make two wrongs equal a right: they've tried to fight that knowledge with increasingly insane unclassic time sinks ... when the real solution is more "fake GM" mechanisms like /list.
As much as I've argued /list 1.0 isn't perfect, the
idea of /list was 100% a step in the right direction! It's just that, as I've said in other threads, it needs to work more like player agreement rolls. As the players of this server have universally agreed, those are the best and most fair way to share limited
classic EQ content, because there is no threshold. Everyone who shows up has a chance, and the people who show up more get more chances.
It's both a simple and a radical departure from the previous P99 idea to make "the good stuff" only be a giveaway to the 0.1% who "meet the threshold" ... but as I said at the start, I truly think it's more classic than an artificial threshold.