Quote:
Originally Posted by Fammaden
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Ok, so you DO propose that this system should follow every rare item time sink camp? I can appreciate the consistency in that but for me personally it really does start to feel like not EQ anymore. People rolled on stuff when camping in a group together, you never just showed up to camp and expected to roll when it dropped two minutes later against a guy who'd held the spawn for hours. I understand it for legacies based on what we've seen but I just don't see it being a good idea extended to the game at large.
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What I want to change ... and again this is a philosophical change, to get closer to classic EQ ... is to move away from "only people willing to do crazy non-EQ things get the best EQ stuff". That is a purely P99-construct, created to deal with the fact that we have way more people who want Manastones (or whatever) here than live did. But (as I've tried to argue) it's
not the most "EverQuest-Y" solution.
Quote:
Originally Posted by Fammaden
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Stuff like ring 8 and scout work because there are hard limitations to them, doing the quest pre-req's, faction, level considerations, travel and location dangers. You do this at hadden and its a royal shit show. Even with the success of something like ring8/scout you still have constant drama, attempts to game the system or monopolize the spawn or hand off to buddies alts surreptitiously, people showing up aggro and non factioned cause all they see is pixels and don't actually prepare, underleveled people causing friction with frequent rollers.
Now we open that all up to a mob in a newbie zone? To a camp deep in the second floor of seb prone to trains of shit that can easily wipe velious geared 60 groups? I just imagine a constant auction on RMT sites for these items/MQ's when its only a /random away for some dude that does nothing but log toons in at the value camps at the roll time all day every day.
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I guess I confused people by trying to apply a principle, which I see existing across EverQuest, to justify a specific change to /list ... and I made things worse by suggesting that someday that system (in some form) might be used elsewhere besides Legacy mobs.
Point #1:
I 100% think "/list 2.0" (based on playing the game and patience/luck, nothing else) is better than /list 1.0 (where not sleeping for days and clicking a box every few minutes is what matters), for legacy mobs.
Point #2:
At the same time, I think a shift towards more "automated GMing" could make P99 more classic in many other places too.
For instance, it
could allow for Scout rolls where you have to actually bring friends and do the fight yourself.
As I said before, forcing everyone there to help is not classic EQ ... but it is a necessary departure from classic EQ
if you want to make a player-run (and
not server-implemented) agreement. "Automated GMing" could improve that.
Quote:
Originally Posted by Fammaden
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Lucking out on a zone wide drop is very different from camping a static spawn PH/named cycle and doesn't really seem comparable.
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My point was more that lots of EverQuest is about luck. There's nothing "not-EverQuest-y" about giving people an equal random chance at something that multiple people want, whether that thing is a Guardian Robe, Fishbone Earring, or whatever.