Quote:
Originally Posted by Zuranthium
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No they aren't. Instancing means everyone does content separately, whenever they want to. Rotations mean you're still in the game world with everyone else (will hear talk, need to react to trains) and you need to kill the spawn exactly when it comes up, and if you fail to get the kill, then the next group available gets their chance.
Very few people were boxing back then and 12 people joining forces is not at all a monopoly, ANYONE else can gather that same force together if they want to, and there's never going to be the same 12 people continually spending all of their time at a camp like this. It's not lucrative and having more than 6 doesn't help much.
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My previous post mathematically showed an example where instancing and rotations produce the same number of uncontested Vulak kills per year for all interested guilds. People can just read that and see you are wrong here.
Quote:
Originally Posted by DeathsSilkyMist
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A simple example is let's say 3 guilds are on rotation for Vulak, and Vulak has his normal 7 day timer:
1. Guild A gets Vulak Week 1
2. Guild B gets Vulak Week 2
3. Guild C gets Vulak week 3
4. Guild A gets Vulak Week 4
5. Guild B gets Vulak Week 5
6. Guild C gets Vulak week 6
If you had guild specific instancing on a 42 day cooldown:
1. Guild A gets Vulak Week 1
2. Guild B gets Vulak Week 1
3. Guild C gets Vulak week 1
4. Guild A gets Vulak Week 6
5. Guild B gets Vulak Week 6
6. Guild C gets Vulak week 6
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I had 2 accounts in 1999.
If you could get all of the original source code for Everquest from 1999 and run that server in 2026, people would play differently, and the content would be monopolized by neckbeards. I don't know why you keep appealing to how people played in 1999. You cannot force people to play that way anymore. Nor can you wipe their memories.