1) One problem we face is that this game is free to play. This attracts people that want to ruin others fun on the internet. If you paid for EQ it's unlikely you'll be looking for a ban. Blackballing players is difficult in a free game because it doesn't stop them from enjoying what they do. I propose a hybrid system where the community attempts to police itself but if the person continually causes havoc then the player is banned (character deleted). I system should be established for how to handle these cases.
2) I think there are many people who want IP exemptions for legitimate reasons but I also believe the flux of new requests isn't just random. If the rules reward raiders for camping their mob then it is in their best interest to play another account while they wait. Because incentive is distorted, the result is people trying to bend to rules for their benefit. In game where 2nd-3rd-4th-nth accounts are free then people lose out if they DON'T try to play 2 accounts at once. Allowing boxing won't solve this problem without a change to the rules on camps. I propose eliminating camp rules and let players police themselves. If people are consistently jerks and train people/cause havoc then refer to #1.
3) Many of the raiding issues is caused because there is not enough content to go around for all guilds. I've said this many times but MOST people returning to EQ1 circa 1999 have played before and are likely diehard fans. Very infrequently do I encounter people while grouped that were not max level back in the day. This being said, I think P1999 may emulate the content but doesn't emulate the playerbase. In my opinion by Kunark/Velious we'll only have more high-end guilds especially since the level cap doesn't change. Sort of sad to invoke but why do you think SoE added so much end-game content past Velious?
4) As of now, the raiding rules benefit those who spend the most TIME dedicating themselves to a spawn. I think this is a sad, one-dimensional way to look at raiding in EQ because guilds are mechanically awarded gear by sitting for hours. With the raid bosses as easy as they are there's basically no threat of failing every time. To remedy this situation, I propose removing camp/raid rules and allow a FFA If guilds could actually compete free of law then it would be a training shit show with every trick in the book to stop the other from achieving their objective. It would be messy, ugly, people would die, complain, cry, bitch, whine, moan, but it would also test enchanter's mezz skills, clerics heal skills, tanks taunting skills. It would encourage guilds to be larger (spreading the loot to more people) to handle the problems that other guilds bring them. Further, without rules, we might see that guilds find it in their best interest to agree/interact/be fair with each other or fear retaliation.....but may be not.....and that's what is great about EQ is that the players can decide for themselves the arrangement.
I can't stress enough that the current system only benefits those who sit for long periods of time. GMs you have to remember that people respond to incentives and that if a guild has a 100% chance of receiving loot by waiting for hours then that is what they will do. If there were no rules then guilds would have to form their own or risk a non-100% chance of receiving loot every time. Do you think IB would enjoy not seeing raiding content for a month because DA trains them constantly or out DPSes them with their larger force? You may call that "not fair" but I say rewarding those who sit for hours and hours and hours even more ridiculous than not fair.
These are my suggestions.
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