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#1
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#2
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#3
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![]() I agree with everything you said. But it's gonna devolve pretty quickly into a thread we've already seen hundreds of times. Intelligent discussion of problems is frowned upon here.
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#4
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60 DE SK
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#5
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![]() Sorry to tell you this, but you're wasting your time.
TMO won't share with the server, staff doesn't mind part of their player base going full retard with their project. Try playing other games, it's refreshing [You must be logged in to view images. Log in or Register.]
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Retired
Daimadoshi, Arch Magician <Divinity> Kurth, Warlock <Divinity> Kaska, Phantasmist <Divinity> Fuam, Druid 57 <Divinity> Willo, Cleric 54 <Divinity> | ||
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#6
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![]() I wasn't saying anyone was mad or crying. Regardless of any arguments the options are beat TMO at their own game or be beaten by TMO. Not making a troll post just pointing out the reality of this situation.
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#7
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![]() I think the only rule change that is necessay is to somehow disallow camping within X vicinity of raid mob spawn points. This will certainly help more guilds get more targets
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#8
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#9
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![]() Splorf don't be trolled by them.
Your post makes a lot of sense and I really like some of those suggestions. Hopefully some of the more literate players agree and maybe some project managers will not turn a blind eye to the raid scene anymore. I can only imagine how difficult it must be to be for smaller guilds who want to kill some raid mobs with skill and tactics but by the time you set something up .. everything has been zerged down in 60 seconds >< | ||
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#10
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![]() technically, mobs had a 2-6 hour variance on live too....
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"All we really lose is one Warrior."
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