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#1
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__________________
Sima Yi - 56 Dark Elf Enchanter
Kashius - 54 Iksar Necromancer Tseng - 52 Human Druid Methlab - 50 Troll Shadow Knight Kemba - 19 Monk | |||
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#2
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there is a (very) easy solution for the planes:
fill those save spots with roaming mobs! (port in in hate or north wall in fear comes to mind) so if you want to camp/scout the planes, youll need a small force to hold your camp up there | ||
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#3
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The real problem here has been the gms are too nice, they have been trying to placate 100 grown babies instead of handing out bans and deleting guilds for the intolerable level of bullshit they have been creating for the staff.
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#4
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I think the problem will fix itself with the release of kunark and velious.
Right now there is nothing to do when you reach 50, so guilds just can just sit around and wait for the boss mobs to spawn. Once Kunark comes out there is VP key camping, epics, WAY more mobs that drop stuff you want to farm. Right now there is nothing for the "end gamers" to do but sit around and wait for boss mobs. | ||
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#5
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#6
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Here is the question I would like answered. I believe that guilds are camping the end game raid mobs for the items they drop. Is this the case? Or is it for the trill of the kill. Some have said people are just killing them to keep others from killing them.
If the fact is that people just want to have a chance to kill the end game content, I would ask the devs/guides if they could create an event that these end game mobs would spawn so pick up raids could take the chance at killing them. Of course there could be no loot on these kills because it could upset any balance there is in the game now, if there really is any. This could at least give people the thrill of killing the mobs. I my self find Everquest more fun to work with the community to accomplish a goal and I really get nothing from it but the experience of being there. Lanys T`Vyl | ||
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#7
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#8
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a) Loot to gear up members to prep for the next tier of content b) Denial of loot to the opposition to prevent them from prepping for the next tier of content Non-raid guild players participate in raids for two reasons: a) A chance at a random on loot to improve themselves b) The thrill of the kill However, even for non-raid guild players to enjoy (b) there has to be (a). People like to be able to say things like "I was there for the raid when Vox dropped three eyepatches! No, I didn't win one, but damn, that was cool" I think you'd find some short-term but limited interest in an event to kill Vox or Naggy that resulted in no loot. Some players would tag along for the 'thrill of the kill', but not many. Especially since most p1999 players have already killed Vox and Naggy on live, I would presume.
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-Bumamgar
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#9
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Just as a side note, I don't think anybody WANTS to leave their PCs on for 3-4 days and not play EQ because they want a shot at loot, I think there's probably a better way to sort all of this out. I have, or had, friends in both guilds that were quite active but were simply burned out or turned away because of the current raiding situation. They've simply been replaced. It seems as if the guilds now have to filter out the inactives and have a steady supply of incoming 50s (or 40s) to replace them to keep this trend going. It's become somewhat of a raiding assembly line, where players are tagged and thrown into perma/solb or hate/fear to sit and camp there. As soon as they've had enough they quit and are replaced by the one behind them. Kunark will also smooth these things out. Players won't want to be part of 60 man raids because they'll never-ever see their epics. Furthermore, kunark involved a bit more organization that is very hard to maintain with that many people. You needed keys, resist gear (resist now is somewhat of a joke even being broken, let's be honest), etc. Trying to key 200 people so you can have a shot at a mob will be living hell, whereas doing it for an active and dedicated 50 is far easier. | |||
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#10
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As others have stated before, the easiest way is to setup a schedule. I remember on Morrel Thule there was a 3 month waiting list to get that one mob for the cleric epic. And soon as he was up, you had to mobilize your guild and go get it. And if you missed your chance, you had to re-signup.
The largest problem with a schedule, is that its on a "Honor System." You have to trust that the community will abide by it. No amount of content will stop it. I still remember having low level Ranger;s camped in certain safe spots in Ssra to track for XTC, Cursed, Blood/Emp. As well as having them on Dragon/Giant faction to track for Vindi/KT and the NToV dragons. And then racing to those spawn points before the other guilds found out said mob was up. It forced guilds to have HUGE number of people to ensure they had enough on at specific times of day to go kill those mobs. (I remember running NTOV and Ssra with 80 people, the definition of Zerging Content) The worst part about Everquest is this... When you become a STRONG guild (like people said, there are what... 2 or 3 that can have the raid mobs perma camped), it ruins the end game of EQ. This cycle NEVER ends. How many times did guilds have alts camped in VexThal, Ssra, NTOV, KodTaz, Seb just to be prepared for a respawn.... No matter how much content you create, non-instanced raid bosses cause drama. The game wasn't fun when you had 80 people on a raid, the fun was when you grouped with the same 30-50, most of whom you still talk to 10 years later. | ||
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