Quote:
Originally Posted by Lazortag
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Wouldn't you rather kill more bosses for the time you spend though? I mean really, would you rather spend an hour to kill one boss, or a day to kill two? Is it really your idea of "fun" to track a raid mob for two days in a row, or to poopsock a dragon's spawn point? The amount of time that's spent doing the aforementioned things on this server is about a hundred times more than any guild had to do in classic. I'm saying that the cost to being a high end raider on p99 is unfair for anyone with a life outside of EQ, so why is it relevant to the question of its fairness that you would get less dragons if you agreed to a rotation?
The people who would quit because they don't get to play the version of EQ that you seem to like are obviously in the minority. That version of EQ was invented on this server, it was never a requirement in classic, so I doubt there's a significant number of players who would be really bummed out if raid mobs didn't have absurdly long windows. It's clearly more in the server's interest to make the game less of a time commitment (provided it's classically accurate), so don't act like there'd be some huge exodus of players who are disappointed that they can't poopsock anymore.
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To answer your first question, I would rather spend more time in order to get more mobs yes. I would not prefer to log on once every now and then (or when it's my turn in a "rotation) to kill a mob, I would prefer to put in a little work and kill them all of the time.
Secondly, the high end of the server is always in the minority, that's why there's so much competition to get there between players who play for that reason. Other games have adjusted for this to allow more casual players access to these things via things such as instancing (now everybody with a sufficient force can have a crack at things).
The only difference between this server and 12 years ago is that we've all done it before and know how it works, so there are a lot more people at the "high end" of the server.
In classic EverQuest, more casual players weren't typically getting raid mobs. On project 1999 players not willing to spend hours tracking/camped out ready at places aren't getting them either.
I guess I don't see what's so unclassic about that overall? These mobs were never intended for everybody to be killing in the first place. The only issue we have is more players that want to kill them. TBH, the only system that could ever keep players like myself, and more casual players both happy would be instancing so that everyone had their shot. That's not what EverQuest is.