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#1
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Big difference between having self interest and being a greedy/selfish. | |||
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#2
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You do understand that you'd still get your turn, right? | |||
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#3
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![]() go play wow
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#4
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__________________
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#5
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![]() Wow is fun I play both.
__________________
Checkraise Dragonslayer <Retired>
"My armor color matches my playstyle" | ||
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#6
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![]() Wow, many thoughts here in this thread.
Server staff mainly says you are on your own! Only way I see anyone getting raid mobs without going to TMO/FE is through, building your current guild, tight guild alliances, restructuring, or dare I say asking for help? All this will involve tracking targets, putting in massive time, and the poopsock. All the rest of this will be considered "falling on deaf ears". This has been an issue for awhile... I do wish there were more ways to make more people happy. I would support something like this.... | ||
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#7
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![]() I think a token system which allows guild to spawn raid mobs on demand would be an interesting experiment. The trick would be in distributing the tokens in such a way that more serious, dedicated and organized guilds would receive more to fairly reward them for their extra effort. For example, I doubt any guild on the server (outside of FE perhaps) would give a shit if TMO killed Trak or VS at the rate of 5-1 what any other guild got, because even getting 1 of those kills would be a major improvement for casual guilds over the 0 they are practically guaranteed now. The complaint is not that TMO is "winning", it's that casual guilds aren't even in the game.
A token system could also be an excellent way to introduce a plat sink if implemented well. I'm not sure if tokens themselves should be vender purchasable (if so they should be extremely pricey, 100k+ a pop). But perhaps the system for acquiring tokens could make heavy use of plat in the form of quests, expensive tradeskill items, etc... It would also give 60s something to do besides track and farm. Maybe "lesser tokens" could be vendored for 10-25k a pop which spawn a version of the mob that drops no regular loot, but does have a chance to drop a token to spawn the normal, loot-dropping version of the mob. The fairest way to distribute tokens would probably be to require guilds to do a series of VP/epic style quests and increase their token rate depending on how many members they get "keyed" at certain levels. So the baseline level might entitle a guild to spawn one of each unique raid mob per month, while the highest level could be 1-2 a week. In addition, raid mobs should continue to spawn normally to allow organized TMO/FE guilds to compete with mobilization to get extra kills. A fun wildcard would also be to have tokens drop RANDOMLY from any mob in the game at a rate of one per week (i.e. 1 Trak token, 1 CT token, etc... would drop per 7 day calendar week). These would be up tradeable items up for grabs for any guild that could acquire them. It would add a fun chaotic element to the server as guilds scrambled to track down each of the dropped tokens for the week, and just imagine the smile on a newb's face when he kills an Orc Pawn and looks a token of Trakanon which he can auction for 50k+. | ||
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#8
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I think random items that are used to remove enraged state of raid mob should drop. All raid targets spawn in an enraged state (hits for 100000000000 and hp10000000000000000 unkillable until item makes it normal) varience would not exist any longer, would spawn as it would in classic. I think they should have a chance to drop off ANY mob level 20+ in the game with only one per spawn cycle, after one is found during a certain time period no others will drop until it is used or poofs. The items can't be saved, will poof after normal spawn cycle of raid mob. This alows it to be used trying to kill the raid boss. After it is used either the guild kills the target or it is left standing for the next force ready. Same rules if a guild was to fail at killing a boss now. The enraged state is gone until next cycle. Anyone in game would have a chance to find an item to remove enraged state. It can be traded. No more poop socken, no more headaches for server staff. If some sees a flaw in how this could be abused please do tell. | |||
Last edited by porigromus; 05-23-2013 at 01:50 PM..
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#9
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You guys can discuss this all you want, this thread and the recent events and patch notes show that nobody knows what the hell's going on. Nilbog stated that he's ready to work on the simulated repops, but he's also admitted that the variance sucks and the additional variance punishes the majority of the server yet Rogean slipped in additional variance and changes the mechanics of every single NPC in the game. A variance that hasn't worked for three years is still here yet you're actually discussing alternatives and have the faintest hope that it'll be enforced? or even considered? that anything will happen at all? The question here are not what will replace the god-awful variance that hasn't ever worked, but whether Nilbog and Rogean are going to listen at all? Are they willing to make changes? Are they going to admit that the last two additions have done absolutely nothing for the health of the server? Are they going to be on the same page, or is this yet another case of 'We should've done things differently.' Are they going to admit that they actually made a mistake? Are they going to only stating that they listen to the players' ideas and thoughts only to shut them up for a couple of months until it resurfaces again while nothing has been done to placate their legitimate concerns? How many threads has this been regarding the same nonsense with nothing done about it? I've lost count. All I see for certain are steps ensuring the server goes in the opposite direction of what you guys have claimed would happen. | |||
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#10
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