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Old 11-18-2013, 09:22 PM
Vexenu Vexenu is offline
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Join Date: Feb 2012
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Originally Posted by DrScience [You must be logged in to view images. Log in or Register.]
I've listed the reasons above and in other threads, but by removing no drop tags you get rid of the need for players to raid to get no drop items, firstly. The fact is if you're rolling around with droppable gear and your enemy has a guild of 70 players with full droppables, you're absolutely toasted and fucked. Firstly, they will have the advantage in every fight because they have 70 players, but secondly they get the new advantage of not worrying about their gear in fights.

Now if you remove no drop tags, you could simply kill these players and take their loot. Now your guild of 6 has the opportunity to get these items without having to join a 70 person guild to raid them like zombies. It also floods the market with stuff that would normally rot. How many times has a piece of paladin planar rotted in fear on a raid? Every single run? Well now that is bagged and either sold or used as a backup item incase you lose one in PVP. Until you get to VP, the vast majority of items that are best in slot for pvp will actually be droppable items, but what no drop items do is give a decent alternative that is comparable to best in slot for enormous value. You never have to worry about losing them, you can't get better value than that. So what is the first thing everyone is going to do? Join the biggest zerg they can, and get no drop items. It happened on Rallos in 1999, when we as EQ players were the most primitive. It will happen in 2014 when everyone is way more advanced in their understanding of EQ and games in general.

That's how you stop zergs in my opinion.
Ok, so let's assume planar armor is suddenly droppable. How does that reduce zergs? All that does is incentivize the mass farming of Hate and Fear in order to stockpile huge reserves of replacement armor. What type of guild can best accomplish this? Take a wild guess.

What is your 6 man guild going to do when the 40 man zerg guild on the enemy team rolls in and farms Hate or Fear every night? Hope that they sell you, their enemy, the armor you need? And then loot it back off your corpse when they zerg roll you?

Further, by making planar armor droppable, you not only encourage the formation of zerg guilds, but their continued existence indefinitely. Since their gear will never be secure, people will have an incentive to join the guild with the largest reserve of replacement gear. And again, take a wild guess as to which sort of guild that will be. On the other hand, with no drop gear, a player can join a zerg guild to gear up and then leave if he wants. With everything droppable, he's more likely to stick around with the zerg.

Have you ever actually played on a Teams server? All of your ideas and justifications seem to be based on RZ, various emus and Red. This makes your obsession with stopping zergs understandable, but you're sort of attempting to solve a problem that doesn't exist on a Teams server (or which exists, but to a much smaller degree).
 


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