Quote:
Originally Posted by loramin
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In what world would any of these not be true?
Urn costs will remain high no matter what system you implement. It has nothing to do with the system, and everything to do with the fact that only one urn enters the server every few days ... but a lot more players than that who want it. Supply and demand.
"Guilds" will "permanently farm" the item whatever the system, because players at the high-end tend to be guilded, and guilded players (like non-guilded players) want loot for their character. But this isn't some conspiracy: it's just people playing the game.
This is the only point you've succeeded at making in this entire thread ... but you still haven't even tried to engage with the fact that while /list might give more opportunities to individuals, it would make things a lot harder for groups of players.
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Hi Loramin,
If you don't like my suggestions, I invite you to provide an alternative solution to the problem. You’re right that people will continue to farm and sell the urn, but a random roll system would give many more players a chance to obtain the item they need.
As I’ve mentioned multiple times, this proposal aims to address several issues:
Player Health: Reducing the need for unhealthy 24-hour camping sessions.
Community Health: Promoting a fairer environment.
Community Fairness and Opportunity: Ensuring more players have access to the camp, not just those who can dedicate excessive time.
While it may not eliminate the selling of urns, it should improve the overall community experience. Thank you for your feedback. As always, I’m open to alternative suggestions that could also address these concerns.