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#1
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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 Each guild would get the same number of uncontested Vulaks per year. Functionally rotations and instancing are the same for the purpose of getting the kills people acrually want. You typically don't see ToV trash or HoT contested enough on P99 for instancing trash mobs to matter in terms of drops. If you think camps couldn't be monopolized on live in 1999, you are simply wrong. People could box multiple accounts. Does a DPS policy allow competition? Sure. But you are going to lose most of the time against a static group of 12 SK's with HT. If that group wins the camp 90% of the time, most people would consider that monopolization. Even camps on P99 aren't actually monopolized 24/7 by one person or group forever. Back when guilds were permacamping idols for raids, there were times where people didn't replace one another at a camp, and a different guild or player took over. If someone never logs out, but is AFK, the P99 PnP allows you to take that camp if they don't engage the mob after a period of time. Most people just aren't willing to out neck beard the existing neckbeards by watching them 24/7 for a mistake. If you really want to take a camp, get some friends together who can rotate 24/7 on a camp that is being taken. You'll probably find a mistake and exploit it.
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Last edited by DeathsSilkyMist; 06-19-2026 at 07:42 PM..
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#2
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#3
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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.
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Last edited by DeathsSilkyMist; 06-19-2026 at 08:23 PM..
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#4
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Rotations = any failure to kill a target opens the opportunity to another group. It also means that any guild in the zone is impacted by the environmental difference of sharing that space with other people. Instances = no penalty for failure, aside from losing a bit of time needing to rez people and do it again, and it makes zones more predictable and less social. Quote:
DPS racing inherently means that people need to work together more. Anyone trying to solo monopolize a spawn will lose when a capable duo shows up. 2 people lose to 3 capable people, etc. No matter what, if someone really wants a spawn, they have the ability to gather friends and go fight for it. The best the neckbeards can do is try to put 6 people at a camp. But that merely gives them an equal chance against another 6 people (who can have minimal playtime, instead of playing all day), and it's not lucrative. When we look at the current state of things, with 6 individuals being able to monopolize 6 camps, if those same people instead would have to work together to monopolize a single camp, it either wouldn't happen or it would mean more camps in the game would be open as a result. The other nice thing about DPS racing is that it disincentivizes zerg guilds. DPS is capped at 6 people, so a 20 person raid force with 6 Wizards or 6 Rogues (depends on the target which is best) has a pretty good chance of beating an 80 person raid force. The other fun thing: this could create a meta of small raid forces being prevalent, but not actually able to beat some of the targets on their own, because it's assumed another guild will be competing with their own DPS at the same time. Since neither group can kill Vulak or whoever on their own, they can play chicken with each other and see who tries to jump on it first, and just let the people who jumped on it first die.
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