Quote:
Originally Posted by Krissdu64
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A rotation is like an instance in the way that everyone can try and kill the mob, when they want, like instances. At the end, everyone has the same gear, there's no prestige at all.
EQ has competition with world bosses, not instances. You wanna raid something, you'll have to fight for it in terms of mobilization, fast preparation, strong strategies and play nice enough to kill the mob before your opponents. That's what make the game exciting and different from the shitty games released these past years.
Rotations never existed in EQ live during Kunark era, wake up man.
STFU with your rotations, if you don't like this part of the game, leave it.
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I don't believe you even know what a rotation is, as is evident by your comparison to something that is pretty much completely unrelated.
An instance permits any person or group or guild to access a zone without competition on a whim without negotiation, with no threat of interference, no end to the instance in sight, and permanent uncontested access to a mob. A rotation is an agreement two or more parties make that enables them to trade access to mobs in static and open zones without fear of engagement by the other party in exchange for another mob they themselves had locked down, or any other negotiation that enables two or more guilds to "rotate" in and out of access to a mob that normally is locked down by another guild. It cannot be done on a whim (as opposed to instancing where you just get up and do it at your own discretion), it must be agreed upon by all party members (as opposed to instancing where you don't have to even speak to other guilds as it has nothing to do with them and requires no interaction and neither party can interfere with the other), it is not permanent as it only carries on until one or both parties are satisfied with the outcome and the original goal is reached and competition resumes (as opposed to instancing where once it's there you have access to it any time from now until the world comes to an end), it can be terminated at any time by one or more parties in the rotation by walking up to the mob despite the rotation and killing it anyway (as opposed to instancing where there is no such possibility to enter another person, group, or guilds' instance to kill their mobs), and if you wipe the threat of the mob being stolen is constantly hanging over you (as opposed to instancing where if you wipe the only threat is the expedition timer expiring).
If you're going to argue on the internet, may wanna know exactly what you're arguing about. And yes, rotations did exist during Classic. But guilds had to agree on them to set them in motion. It wasn't a Verant/Sony enforced feature. Just because you were in a guild, on one individual server out of many, that never agreed to a rotation (if indeed you were guilded at all) doesn't mean they didn't exist. But of course, it's so easy to make a claim based on smudged, or even purposefully falsified, memories on something that may or may not have happened 13 years ago where little to no records still exist to prove that it happened one way or another.