![]() |
|
|
|
#1
|
||||
|
Quote:
Basically I'm against anything that encourages people to sit for long periods of time waiting for something to spawn, that is not competing it is wasting time. I'd possibly also be in favor of other non-classic solutions such has having bosses spawn 3x as often but with 1/3 the loot (or an even higher ratio), making it so that more people could do high end stuff without changing the amount of items entering the world. | |||
|
|
||||
|
#2
|
||||||
|
Quote:
Quote:
Quote:
I call bullshit, sir.
__________________
![]() Created by Uuur//Ihealyou -- Mad props! | |||||
|
|
||||||
|
#3
|
|||
|
Getting the general playerbase to agree was how the rules have been changed before. The problem is getting input from the GMs/Devs as to what would or wouldn't work. It's fruitless for me to be shooting in the dark if I don't know where the boundaries are.
Randomized spawn is even further from what we have now and doesn't cure the issue but rather exacerbate it. I noted that the smaller variance, though great in theory, would increase GM involvement, but then so did FTE when it first came out. Over the course of 2-3 weeks things eventually died down. I think the argument that decreasing windows to reasonable levels somehow doesn't address that issue isn't being realistic, as FTE didn't address that issue either, in fact it just made it worse. How much leeway is there? What is the leeway? My point is there are questions that'd need to be answered before you can even come up with a plausible idea that would suit the GM/Devs before selling it to the playerbase. As for nothing wrong with what we have... hobby, please. There's plenty wrong with what we have, and no matter what we pick someone's gonna find some faults. My point, and the wall-o-text explanation, was showing exactly what's wrong with what we have. The first decision isn't "let's make something perfect", but rather "let's try to get less wrong this time." Making the mobs spawn just as they did on live should be the default option, not variance. It's far easier to build around and justify the rules in a classic EQ raiding frame then it is one as heavily controlled as we have now. | ||
|
Last edited by Skope; 06-01-2011 at 08:27 PM..
|
|
||
|
#4
|
|||
|
I said it was what i liked personally, not that it would ever be apart of the server.
And creating more work for gm's is what is out..It is easy to change a timer, its easy to change and enforce rules...The thing that will never change is : Mob A spawns, players B~Z kill. We will not make zone-repops happen for every mob, we will not change encounters period. Mob A spawns, players B~Z kill it. | ||
|
|
|||
|
#5
|
|||
|
Then toss the massive variance and make it classic variance. Problem solved.
From there you can work around having less GM involvement -- if that's even necessary. | ||
|
|
|||
|
#6
|
|||
|
...sigh
| ||
|
|
|||
|
#7
|
||||
|
Quote:
I'm not a fool, i understand. There's thousands of players and GMs who don't want to pander or focus around a raiding scene that will just spew venom and bitch, moan and cry whenever something doesn't go their way. They're impossible to please and trying to do so is an endless endeavor and a pointless agenda. But to say that there's no problem isn't true at all. There's definitely a problem. I'm not here to provide you a golden solution. there is no such thing. But to even consider that there may be a better idea requires that you agree that there's flaws in the current one. | |||
|
|
||||
|
#8
|
||||
|
Quote:
You are mad that targets are not easily acquired by the general population. The fact is, they put in time and effort to prepare and strategize, hence why they effectively obtain more targets than the rest of us, especially Trak, being that it is their highest priority. The system as of now minimizes poopsocking and GM intervention. We've been over this. You can argue classic/not-classic all you want. But, you need to seriously consider the fact that these Guides/GM's are NOT GETTING PAID TO BABYSIT YOU. Sony/Verant Guides were. So, with that said, if the current system is working fairly for guilds to obtain targets based on the time and effort put in to acquiring said targets, and the Guides/GM's can focus on fixing bugs, answering petitions, generally making the server a better place to play on, all you are arguing for is to leave bugs unfixed, characters to be stuck in random places, and unnecessary headaches between raiding guilds because now GM's have to be involved in every dispute. Basically, you need to quit trying to fix what is not broken. I'm looking at the BIG picture here buddy. When are you going to take those toilet paper rolls off your eyes? | |||
|
|
||||
|
#9
|
||||
|
Quote:
__________________
Formerly: Phisting Uranus/Violently/Mcbard/Xosire
Phisting Furiously 60 Grandmaster <The Mystical Order> Kolored on Red. ![]() | |||
|
|
||||
|
#10
|
|||
|
I think when most people played this game we were teenagers but now should be somewhat grown up adults. It's a shame that Guild A can spend time in a zone clearing to Target A, when Guild B shows up knowing Guild A's intentions, and can kill Target A before Guild A can due to sheer force and numbers. Guild B should at least wait to see if Guild A would wipe or not. It's just a matter of niceness. When this stuff happens it makes me wonder what these people are like in real life.
"With, without... and who'll deny it's what the fighting's all about?"
__________________
Iksafists
| ||
|
|
|||
![]() |
|
|