Quote:
Originally Posted by greasemonk
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You literally just described the mechanics of Everquest and are surprised that the metagame shifted towards an in-system adjustment towards its end-game.
This mother fucker needs Jesus.
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What are you even talking about? Only allowing 2 mages has nothing to do with the mechanics of everquest. Not allowing characters designated as "trackers" get FTE has nothing to do with the mechanics of everquest. Restricting what buffs racers can use (or races themselves) have nothing to do with the mechanics of everquest. limiting the number of mobs a guild can engage at once has nothing to do with the mechanics of everquest. Imaginary lines that only a certain number of players can cross have nothing to do with the mechanics of everquest. restricting where raids are allowed to kill a mob has nothing to do with the mechanics of everquest. I could go on...
Nothing I was talking about has to do with the mechanics, it all has to do with a succession of staff imposed rules that aren't actually updated or compiled in full anywhere that I know of, and seem to change depending on the whim of which particular member of the staff you're dealing with.
You know when the server rules were simple? No-CSR VP, and I'd argue that was also one of the most fun and popular raid eras on this server. Even in classic / kunark, raid petitions where pretty much limited to blatant trains... because there weren't a myriad of esoteric rules people could debate over endlessly.
Want to fix the raid scene? Scrub the rule book clean, enforce things already in the PNP (e.g. no training), and make minor adjustments if/when they arise and are necessary. Continuing to pile new rules onto a system spanning multiple game eras and server staff only adds more fuel to the petition-quest fire.