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#1
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Quote:
[Sun Apr 05 09:32:44 2015] --------------------------- /who ramp [Sun Apr 05 09:32:44 2015] There are 23 players in Karnor's Castle. [Sun Apr 05 08:44:43 2015] Players on EverQuest: /who the mystical [Sun Apr 05 08:44:43 2015] There are 24 players in Karnor's Castle. [Sun Apr 05 09:36:40 2015] Players on EverQuest: [Sun Apr 05 09:36:40 2015] --------------------------- /who bregan [Sun Apr 05 09:36:41 2015] There are 22 players in Karnor's Castle. [Sun Apr 05 09:53:58 2015] Players on EverQuest: [Sun Apr 05 09:53:58 2015] --------------------------- /who taken [Sun Apr 05 09:53:59 2015] There are 55 players in Karnor's Castle. You guys are, and always were, the real poopsockers.
__________________
"All we really lose is one Warrior."
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#2
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#3
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The log of your own guild is taken 1.5 hours left in window. More TMO were certainly online with 20min left in window. I don't doubt it wasn't 55, I'm pretty sure Taken has a larger active raid crew than TMO. But it most definitely wasn't 24. But this is exactly why. We just say, 0 variance, 2 players allowed in zone when it spawns. Let us sort it out from there.
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#4
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Daldean...
I don't really understand why you think.. Quote:
I would expect 200 people sitting on the otherside of Zone In in Dreadlands. Unless I am missing something...
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#5
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#6
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Those 200 people may choose to sit in DL or camp out at entrance of KC. But they don't have to sit there for 16 hours for a chance to kill VS. They can show up 10 minutes before, snag some buffs, and be ready to race for him. 16 hours discourages many from partaking in the raid scene cause you could put in 14 hours of tracking and not see the mob. With zero variance, firstly... It's Classic. Secondly it's classic. And thirdly, the people who want to compete for raid mobs don't have to devote two entire working days of tracking just to see the bloody mob spawn. They can devote 20-30min of porting around, buffing, and then racing for it.
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#7
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Quote:
__________________
"All we really lose is one Warrior."
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