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 |   And that AHR neck, most mudflation resistant piece of equipment in gaming history. Replacement in PoP? Nope, not even PoTime. LoY? Hell nope. GoD? Not until Uqua for some classes, Qvic for the rest. | ||
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 |   >tfw ToGC runs in 30 minutes during WotLK | ||
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 p90x crossfit etc. | |||
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 Barring some strange system of lockouts, or some even harder to implement guild roster = raid force rule, which I have no concrete ideas how either could be done, p99 is ending up exactly the way this game can only end up. Top heavy, zerged, farmed, spawn camped. The real-time contested (as opposed to puzzle-mobs instanced time sinks) time sink aspect (eg, poopsocking) that used to limit *many* eq servers (just only so many batphonable players to go around) just can't happen with a 12 year old game, simply because the project cannot expect that vast a player base. There simply is not enough players, and it has little to do with beefs about what the lvl 60's are doing. Not from my perspective anyway. It's an old game. And given a single server project, how to solve the high end problem? Game update 666: - all end game gear rolls a save vs rust monster once a week. you lose, it poofs, get back to work. Rust monster got hungry, what ya gonna do? stop crying. you knew the risks. or maybe you didn't. But its p666; the devil's server. - zone lockouts. Very classic! I'm solving problems here, fuck yer classic BS. Could be done similar to earlier eq2. Pick your target, and hold the zone, because if you zone your raid force out, your guild is locked for 48 hours. - But wait a second! We are zergish, we are like the Mormons of gaming, we all have 37 characters! We have 8 raid forces! No you don't. Accounts with active lvl 60's can easily be linked to a guild, and any 50+ char on such account is part of that guild's nominal raid force. And you only can field one raid force at a time, even if you change members in and out. Wait, dey tuk yer alts? It's p666. deal. or, we could just continue as is, and just wait for the usual every-few years usually internal psycho-drama that always ends up breaking up a zerg guild. Take yers time. But there is nothing that is going to change the approximate # of people that want to play this game "beneath" the top end gang. As to the top end gang, I just do not buy into the notion they would or could ever leave, and even if they did, a fresh crop of die hards will find the opportunity too irresistable. Truth. I'd hit it. oh: since raid force leaving zone = lockout, a wipe = a lockout. deal. chew slower. 
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						Last edited by Sadre Spinegnawer; 05-13-2013 at 12:10 AM..
					
					
				
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