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#1
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#2
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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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#3
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#4
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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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#5
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just trying to think of a fun remedy to a problem I have already said can not be solved =P
All games are this way, the people that play the most get the most. Sorry Lanys T`Vyl | ||
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#6
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Could just go FFA with no trains, that way whoever engages first, regardless of who's in there first, gets the first shot with no interference from the other guild(s). This is pretty much how it worked on my old server, and only one guild was able to maintain the sort of discipline and tactics to outwit and outplay all of the other guilds on the server (Prexus was the server and the guild was KTF). | |||
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#7
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#8
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I can not speak for any dev/guides, and I my self stay out of anything that I cant handle on my own. On this subject I just wanted to open up ideas.
As for the FFA let me think. I see no problem with a FFA system if control can be kept. By control I mean people need not train others and cause any kind of death. So if people could keep control and everyone could follow an engagement rule, this could work. But I can see if the rules change this forum would change to a Flame of Guild **** stole the kill from guild ****. We would have pics of people talking and a mob dead and people complaining. And then it would still come down to guilds camping the raid mobs, and because they have there raid force all together there its still easier for them to attack something before other people can assemble and get to the mob. Or you will have 2 or 3 guilds camping a mob and all keeping full buffed and ready to aggro. This would not solve the problem would it? Lanys T`Vyl | ||
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#9
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Why not have the raid mobs drop 'shards.' And those shards used to open up a "fabled" instance of that zone. Drops are buffed (maybe an extra 50% of stats?), mobs are buffed/changed/etc. And this zone has a global cooldown of... 18 days or something (figure 2.5 times the respawn of the non-instaced raid boss, to give other guilds a chance at the raid mob without competing against the guilds that 'farm' it). Now, im not sure if the whole raid setup is active (haven't gotten that high on this server), but have the raid formed, the leader 'activate the quest' and the shards are consumed. And then you are all able to click a portal, and zone into the fabled instance. Still gives a long time for people to compete over non-instanced mobs. And kill trash for drops. And it removes the 'perma-camping' of the raid mobs which lets new and upcoming guilds a chance to raid as well. And, it allows guilds not to become Zerg fests and leave people perma camped onto of raid spawns, since the benefit of said raid boss is lessened. As well as giving other guilds a chance to recruit and work up strats instead of just leveling, and joining one of the top 2 guilds. Guilds can work from low and become one of the top, not just absorb into them and become larger and larger guilds. | |||
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#10
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Wow, this is completely wrong in this case. Everyone on the server knows what gear and spells will be available in the next expansion. Everyone knows that the level cap will go up by ten. I am willing to say that 50% of the gear that the current raid guilds are wearing will be replaced within the first few weeks. 90% after a month or two. (The exception to this would be some resist gear, jewelry, mage focus items, etc.) As far as weapons go: They will all be considered shite, used for alts or sold to new players for cheap. | |||
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Last edited by guineapig; 06-14-2010 at 10:24 AM..
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