Quote:
Originally Posted by Acillatem
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The whole variance vs static respawn is a Catch-22. With variance, you have more tracking (ugh)/ racing upon pop. With static respawns, you have more poopsocking (ugh) and racing for FTE. If every guild knows Trak respawns at 3pm, you can bet yer ass every guild is going to have a raid force in Trak's lair by 2pm hoping they can claim FTE. That's not a solution. That is just a different set of problems.
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Once again, the problem comes down to the fact that the content itself is static. It doesn't really matter if there is variance in the repops or not, the encounters are the exact same every time and it's too easy to "win". What the game really needs are encounters constantly changing so that guilds frequently lose when they try to fight the big Dragons/Gods/etc, and then after they lose the next guild in line gets a shot. Similarly, there should be new encounters popping up throughout the game World, both in the form of everyone being able to take part regardless of guild and also in the form of individual guilds spawning the content via quests they achieve as a collective.
That said, if the game content is going to remain static, there are other ways of adding depth to that static content. Namely, guilds should have to COMPETE against each other to have the RIGHTS to raid certain areas for a select amount of time. There are multiple ways to go about this:
The first would be Guild vs Guild PvP matches, with set item restrictions (and number of players) so that it's about PLAYER SKILL and TEAMWORK that decides who wins, not who has farmed more items or has the biggest guild. This would add a whole new dimension to the game, very favorably so. It removes the random element of PvP that people dislike about "Red" Everquest servers, instead creating PvP fights that players willingly engage in and prepare for on equal terms.
The second method would be having Guilds engage in dungeon crawls, with a capped number of people per team, and seeing which guild can "beat" a certain area in the game the fastest. Whichever Guild wins gets first selection of what area they want to raid. The guild who finishes 2nd in the challenge gets the next selection, and so on and so forth until all of the guilds who finished top 8 in the challenge that week (or whatever the period of time would be, perhaps every 5 days or maybe even less) have claimed all of the raid areas. Those guilds then get a certain amount of time to raid the areas they have claimed and if they fail it becomes open to other guilds.
Both of those ideas could also be incorporated into an Everquest with non-static content simply to introduce a leaderboard for bragging rights or maybe even still to lay claim over certain areas of the game for that guild for a certain amount of time. There's tons of potential out there. p1999 can be so much more and the game of Everquest deserves it.