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  #1  
Old 04-07-2019, 12:56 PM
Jimjam Jimjam is offline
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I'm glad to see the important issue of half elf starting notes is being addressed in the last few patches.

Can half elf warriors predating these patches petition to receive the correct note or should we reroll?
  #2  
Old 04-07-2019, 11:57 PM
sox7d sox7d is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
I'm glad to see the important issue of half elf starting notes is being addressed in the last few patches.

Can half elf warriors predating these patches petition to receive the correct note or should we reroll?
a half elf warrior is pretty much the reason this patch exists
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  #3  
Old 04-07-2019, 01:25 PM
Vapos Vapos is offline
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Can't wait to find out how many players can fit on Dagarn ledge.
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Old 04-07-2019, 01:31 PM
Wallicker Wallicker is offline
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Europa/Omni/PS
AM
Core
AG

Seems to me 4 at most? And sometimes Core/Ag team up
HoT shouldn’t count toward this number.

Where is 8 “forces” coming from?

I think a 5 min FTE lockout would be better than this root situation... get FTE and now your guild has 5 minutes of no one interfering for a clean pull. This could have easily been a player agreement.
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Old 04-07-2019, 01:46 PM
shortshot444 shortshot444 is offline
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It could definitely be interesting and possibly fun. Hope it doesn't turn out like Trackanon where guilds rush to be first and trains happen over and over. The server crawl sure had some fun moments.
  #6  
Old 04-07-2019, 01:46 PM
loramin loramin is offline
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Quote:
Originally Posted by Wallicker [You must be logged in to view images. Log in or Register.]
Where is 8 “forces” coming from?
Quote:
[1:23 PM] Braknar: Has there ever been 8 guilds competing for ToV?
[1:24 PM] Braknar: Have you been online to watch the shit show that ensues?
In context that seems to be the extreme end (no one is saying there are eight forces on an average night in ToV). But the point is there is a huge, and extremely unclassic, number of forces competing for a zone that never had more than three guilds at once on it in live (and again, was only ever relevant for a year on live).

Oh, and also, for all this talk about what live was like, live never (in era) had zerg guilds with anywhere close to the population of Aftermath. But they are either encouraged or tolerated (depending on your reading of staff actions) here.

Nothing (again, short of mass player bannings) will change that. Every fix for the raid scene therefore must, by definition, be unclassic.
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Last edited by loramin; 04-07-2019 at 01:53 PM..
  #7  
Old 04-07-2019, 03:12 PM
Vapos Vapos is offline
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Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
Nothing (again, short of mass player bannings) will change that. Every fix for the raid scene therefore must, by definition, be unclassic.
Having been part of the raid scene for the past year plus, I don't see why it needs "fixing". It's fun. No idea why non-classic changes are being made to a classic server in order to resolve issues that inherently exist in any MMO without instanced dungeons.

It seems to me that the server continues to head in a particular direction because the people tasked with policing things don't want to be bothered with all the crying anymore. This is certainly understandable, but if the goal here is to have zero CSR involvement in end-game raiding, just instance the dungeons and be done with it. This perma-root change is only going to cause different headaches, not less headaches.
Last edited by Vapos; 04-07-2019 at 03:19 PM..
  #8  
Old 04-07-2019, 03:21 PM
loramin loramin is offline
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Quote:
Originally Posted by Vapos [You must be logged in to view images. Log in or Register.]
Having been part of the raid scene for the past year plus, I don't see why it needs "fixing". It's fun. No idea why non-classic changes are being made to a classic server in order to resolve issues that inherently exist in any MMO without instanced dungeons.

It seems to me that the server continues to head in a particular direction because the people tasked with policing things don't want to be bothered with all the crying anymore. This is certainly understandable, but if the goal here is to have zero CSR involvement in end-game raiding, just instance the dungeons and be done with it. This perma-root change is only going to cause different headaches, not less headaches.
It needs fixing because the staff are overwhelmed. This is not my opinion, this is the staff's: it's the reason Sirken and Braknar tried to set rotations, and the reason why Rogean instituted the most recent changes.

As a player, I 100% agree that the raid scene is healthier than it's been in years. I've been here long enough to remember the TMO days, and I certainly don't pine for them (though I do miss class R/C).

However, as I've repeated many times, and will probably repeat many more, it could be much, much better. It could let far more people experience classic EverQuest raiding. Right now a few hundred people get to experience that. With a different system, those few hundred would have to share their loot with others, but in return 2x, 3x, or more people would get to experience classic EverQuest dragon killing.

So the "fix" part is a staff issue: I just think things could be better (while in no way denying that things still are better than they were) with a system that let more people enjoy this server and its goal. It just happens to be a convenient (or inconvenient, depending on who you ask) fact that switching to rotations would also happen to mean a ton less work for the staff (which of course is why Sirken and Braknar pushed so hard for them).

Quote:
Originally Posted by Vapos [You must be logged in to view images. Log in or Register.]
This perma-root change is only going to cause different headaches, not less headaches.
You're preaching to the choir. In my opinion, what needs to change is our extremely limited definition of "competition". As long as that core part remains, every system will result in players acting like assholes, and starting fights which waste staff time.
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Last edited by loramin; 04-07-2019 at 03:38 PM..
  #9  
Old 04-07-2019, 03:33 PM
mattydef mattydef is offline
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Quote:
Originally Posted by Vapos [You must be logged in to view images. Log in or Register.]
Having been part of the raid scene for the past year plus, I don't see why it needs "fixing". It's fun. No idea why non-classic changes are being made to a classic server in order to resolve issues that inherently exist in any MMO without instanced dungeons.

It seems to me that the server continues to head in a particular direction because the people tasked with policing things don't want to be bothered with all the crying anymore. This is certainly understandable, but if the goal here is to have zero CSR involvement in end-game raiding, just instance the dungeons and be done with it. This perma-root change is only going to cause different headaches, not less headaches.
If anything this change actually makes the server closer to classic, people definitely weren't solo pulling all the tov dragons and killing them at entrance. Now guilds will do what they did back during live, kill the dragons in their lairs.
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  #10  
Old 04-07-2019, 03:52 PM
Vapos Vapos is offline
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Quote:
Originally Posted by mattydef [You must be logged in to view images. Log in or Register.]
If anything this change actually makes the server closer to classic, people definitely weren't solo pulling all the tov dragons and killing them at entrance. Now guilds will do what they did back during live, kill the dragons in their lairs.
While it's true that crawling ToV is more classic than training mobs from stem to stern in ToV, rooting the dragons is certainly not classic. Several of the dragons require the raid to pull them to a certain point within (or a short distance outside) their lair to properly take advantage of LoS and other game mechanics. I think an extremely short leash for each dragon would be better than perma-rooting them, but this still does not tackle the issue of guilds leapfrogging one another.

Let's say everything in ToV is dead and Vulak pops. What's the situation? Guild A says "Going for Vulak!" and that's it? It's claimed? If not, guilds A, B and C are all going to start clearing trash mobs. This opens the door to accidental trains because guild A can't predict where guild B is going to be at any given moment. If this happens, is the guild who accidentally trained automatically DQ'd from Vulak, despite having no malicious intent?

Let's say guild A and guild B start clearing trash and guild A pulls the last 5-10 trash mobs while guild B is medding up / buffing. After the trash is dead, guild B can pull Vulak because guild A hasn't had a chance to med / buff. What's preventing this?
Last edited by Vapos; 04-07-2019 at 04:00 PM..
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