![]() |
#81
|
||||
|
![]() Quote:
| |||
|
#82
|
||||
|
![]() Quote:
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
|
#83
|
||||
|
![]() Yea, I think we need some harsher penalty that will discourage repetitive behavior. Sure, one of the cool things about classic was having the server asshole/assholes (I remember when Spyrit finally got banned on saryrn and had to remake as Froggerx).
I would like to see a moderate penalty. I mentioned it already but no one gave any input? Tack off some levels depending on the offense (2 levels would be moderate), give a permanent negative experience modifier every time they offend. If they're a real bastard, take their epic away too. Quote:
| |||
|
#84
|
|||
|
![]() Linked respawn timers would be very interesting... So....
Planars linked Old Dragons linked Kunark outdoor dragons linked VP/Trak/Venril linked This would help for the outdoor dragons and trak/venril depending on the time of the day they spawn. | ||
|
#85
|
||||
|
![]() Quote:
Over a two week period, have each of these linked groups spawn at a specified date/time then at another completely random time. This system provides possibly extra rewards for players who mobilize the quickest (or who can summon a force at 5am) but also allows other less-hardcore guilds a chance to kill raid targets | |||
|
#86
|
|||
|
![]() There are some good ideas being posted in this thread. It would be great if it led to a solution people can be happy with.
| ||
|
#87
|
|||
|
![]() I also like the idea of some kind of mixed random/predictable cycle on simulated maintenance-repop days. That caters to both the racing crowd and the more casual style.
| ||
|
#88
|
||||
|
![]() Quote:
Linking everything that's on the same timer is a lot simpler and closer to classic. It also allows for competition, but within reason, with very little poopsocking.
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
|
#89
|
||||
|
![]() Quote:
Bump. I still think there's quite a bit of interest in something like this to end the madness that is raiding right now. The current system only allows for 2-3 really competitive guilds and the barriers for entry are ridiculous. It's not even enough to track a mob for its entire 96 hour window, because guilds will resort to poopsocking or camping their mains near raid bosses which casual guilds simply aren't willing to do. I don't blame the "big guilds" for doing this because I think the system kind of forces them to do it, but something really should be changed. Without simultaneous repops, you get spawns spread apart by several hours, sometimes even days, and guilds dedicated enough to know where approximately these mobs are in their windows so they know which mobs to focus on. This way you give a huge advantage to guilds that poopsock and use other similar tactics, because you could realistically poopsock every mob and get a clean sweep (since mobs rarely spawn around the same time with the outrageous variance that we have). There will always be guilds that have the time to do this, as well as guilds that don't have the time to do this. Since not every guild is equally capable or equally willing to poopsock/track for 96 hours straight, you get a system that gives a much greater advantage to the top guilds than we would have ever seen on any Live server. Also just the threat of guilds being able to poopsock discourages competition. I know that I just don't see the point of tracking targets anymore because the last time I tracked VS, one of the top guilds had 30 people near his spawn point at all times. On Live you would have had simultaneous repops on patch days and smaller guilds would get more access to the raid content. When we used to have patch repops here (why don't we have these anymore, by the way?) you'd get the same result: casual guilds performing much better than if they were competing for varianced spawns (for example, we've gotten (from what I remember) Draco, Naggy, Vox, Noble, Faydedar, Inny, and even VS on different patch days, while also getting attempts on other bosses). Basically with simultaneous repops, VD and TMO would probably still be the top guilds and get the most mobs, but the more casual guilds would get mobs too since they'd actually be able to compete. And yes, I mean "compete", not "have mobs handed to them". I'm not looking for everquest welfare, I just don't think the current system is fair or meritocratic at all.
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
|
#90
|
|||
|
![]() Did I notice EQMac/Al'Kabor has scheduled bi-weekly server resets?
| ||
|
![]() |
|
|