I actually appreciated the Ragefire solution -- collect rare drops in a (then) high-end zone to spawn a bottleneck mob. The same mechanism was used later to trigger bosses in later releases.
This avoids instancing, incents players to get into dungeon groups, and gets rid of camping the named (and the nastiness involved).
While it isn't authentic to the original Kunark content, I think it is very much in the spirit of original EQ to make a difficult quest with rare items result in a raid encounter, such as a dragon fight.
|