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#1
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![]() Half drop rates and double raid spawn rates.
Keeps the same inflow of loot but doubles opportunities to be part of killing big mobs. | ||
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#2
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![]() What's the point of killing big mobs then? You want large groups of people to mobilize twice as often but not reward them for those efforts?
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#3
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![]() ... and that wouldn't be classic EQ, right? It is what it is.
__________________
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#4
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![]() Quote:
__________________
-Aftermath-
Tasslehof - 60 Druid Barlow - 60 monk Blueberrii - 60 Mage Gigglepurr - 60 Shaman Kids - 60 Rogue Fornfamnad - 60 Cleric | |||
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#6
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![]() Quote:
Add in the potential for extended variance on each mob and youre looking at some mobs only spawning once every 150 hours (worst case scenario, I think?) Either way there are major issues which if fixed would likely increase server pop overall as well as keep the high turnover rate of new players at a more reasonable level, not to mention maybe help with the fact that 90% of players on p99 quit before ever getting even a shot at killing a raid boss.
__________________
-Aftermath-
Tasslehof - 60 Druid Barlow - 60 monk Blueberrii - 60 Mage Gigglepurr - 60 Shaman Kids - 60 Rogue Fornfamnad - 60 Cleric | |||
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#7
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![]() Variance aside, has any well intentioned idea on here ever made it?
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#8
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![]() I just think whatever is suggested/implemented should move things closer to what was on live, not something new off the top of someone's head that was never in the game.
Live was a total cluster at the top end too, at least on my server. Spawns were dominated by a top guild, with a couple of others nipping at their heels and being blocked on critical bosses continually. Not saying that's the ideal, but it was classic EQ.
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Last edited by t0lkien; 06-15-2013 at 06:16 AM..
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#9
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![]() Don't worry guys simulated patch days are coming real soon.
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#10
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![]() if u guys hate the server and the devs so much EQclassic is close to completion! Just make sure to leave me ur plats and stuff when u exit
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