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Old 10-17-2022, 08:13 PM
Zuranthium Zuranthium is offline
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Join Date: May 2011
Location: Plane of Mischief
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Classic play nice policy (which did not exist until a year into the game's lifespan) dictated that everyone had to take turns, aka everyone "listed" gets to fight the NPC once when its their turn on the list. After killing the NPC or dying you drop to the bottom of the list, and leaving the zone for more than a few minutes (for a reason aside from dying) removes you from the list entirely.

That is preferable to what p99 implemented, but still dumb. Anything aside from a free-for-all goes against the nature of Everquest and how it's supposed to be an immersive fantasy world. You're not playing an MMORPG anymore if you have forced lists. Anything of that nature should be community-created. Players who don't want certain parts of the community angry at them can choose not to compete, while those who do wish to compete are allowed, at the risk of being blacklisted by certain other players.

Camps should not be so static to begin with. The designers said they never intended and did not like people sitting in front of a single NPC all day long. If they had the time to re-code the game to be more dynamic, they would have. NPC's should spawn in different places and in different amounts. Loot tables should fluctuate.

Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
the only alternatives to it were letting the players handle extremely popular camps like Guise or Manastone on their own (imagine the clusterfuck that would be)
It's not a clusterfuck at all, people fight for the kill and whoever gets it is the winner. Very simple.

Quote:
Originally Posted by sajbert [You must be logged in to view images. Log in or Register.]
keeping guilds like Seal Team from perma-monopolizing the camp
Zerg guilds can't monopolizing anything, when the game is coded to allow any focused 6-person group to be able to get the kill.

Traditionally it's just DPS deciding loot rights, but that can be modified to also include aggro generated into the equation. Let the Clerics cast stuns during high priority fights to contribute, Taunt adds something, debuffs add something, melee can pop a discipline, etc.
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