Quote:
Originally Posted by Bubbles
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My god it'd be so much easier just to instance this and everyone gets more dragon/god encounters, more loot, more sleep, and possibly even experiences with direct sunlight involved.
FWIW - In "classic" times thanks to the magic of 56k modems and server code in its infancy, if you threw more than 25ish people at *any* raid target you'd pretty much crash the zone, experience massive disconnect, and come back to a great bonding, team-building exercise known as 'LateNightCR (tm)'. Hell even in Kunark times it was pretty lucky to have 2/3's of a force of 30ish stay connected throughout the fight the first dozen or so times we killed Trak.
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Actually this would be a hilarious addition to the code. Something like 'every tick, kick any player on the hate list with probability proportional to the number of players over 25'. ITS CLASSIC! The zerg weeps. Probably not a good idea though, especially since the potential for abuse is huge.
Personally my favorite would be a mix repops, tokens, and respawns with low variance. Something like a repop every two weeks, respawns with 8 hour variance and FTE (no poopsocking), and each guild gets to spawn 2 raid bosses per week of their choice, with the main advantage being that when you spawn your raid bosses you can take your time (multiple attempts even) and try to kill with low numbers rather than zerg it down.
The reality is though that instancing just goes against everything that EQ stands for. So I'm pretty happy with the proposed changes.