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#1
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With that being said, I can't rationalize multi-spawns as being intended by verant/soe. If their servers at the time ran as well as ours does now (lol), they would have only brought it down for scheduled maintenance or patches. I have discussed with Rogean.. some ideas to statistically increase the amount of raid targets, without needing downtime to achieve them. In conclusion, it's not the same thing. When you say spawns aren't classic, you are referring to our servers not having to be constantly restarted. I'm not sure that this would prevent people would camping them, either. | |||
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#2
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Ok I follow, and thanks for the clarity on your reasoning. I guess it also depends how often these simulated server repops would happen that would really determine the effectiveness. I know on live you would purposefully delay the kill on certain mobs so that you could control even more the next repop (as long as there wasnt another server down between) and I am certain that wouldn't change here.
Also the whole VP key issue I agreed with you on the entire time, but from a developer standpoint what is going to be higher on their list of things to do, make the current 6 or 7 Raid targets more available to everyone or realease an additional 9-10 immediate targets? I think Kunark will help either way and once they get it out they can stress the simulation of server repops or whatever it is they decide to do to adress the issue.
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Carsomyr - 55 Pally - Retired Thalon - 49 Rogue - Temporarily Benched Contagious - Necro - 30's and climbing Lights - 55 Wiz - Occasional Murderer | ||
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#3
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Kunark adds Trak, VS, and three world spawn dragons, while removing Naggy & Vox from 53+ players.
Not quite 9-10 immediate targets. | ||
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#4
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__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#5
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Last edited by Felix; 01-24-2011 at 08:51 PM..
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#6
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I considered Faydedar a lesser encounter but I suppose the loot is still good. The islands in sky is true as well.
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#7
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__________________
Shiftin Anout
Formerly of Tunare | |||
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#8
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#9
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none of this matters, since it seems rogean has clearly weighed in every time this idea has been brought up by saying it not gonna happen...
Raiding DOES get more fleshed out in kunark by a factor of about three or four times more content, which alleviates the dense cluster that is raiding in vanilla classic, the bottle neck mobs will remain as tightly guarded as vox and naggy in classic. patch day respawns on live made guilds choose between...do we want to block the guild behind us by going after VS? Trak? Gore? Sev? etc. We can't be in all places at once, so we have to pick one. This means the under-dog guilds get to poop sock it at whatever the top guild doesn't pick...allowing the little guy to get a shot at the big mob every once in a while (on patch day/server crash). I agree with Rogean, and I think he knows best when he gives his explanation as to why its a bad idea to do here. My only point was that if not but for patch respawns on live I would have had a very different EQ experience...and so, I had initially thought that it should be recreated here. There are cons to everything though, and we have to trust the devs to pick and chose the right things. | ||
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#10
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Three or four times more raiding content my ass. As I said before, the last time all the targets spawned, IB/DA got all but 1. Simulated patch days does not guarantee anyone anything, like the current system of sitting on a spawn point does. I can't be clear enough(apparently) when I say this is not about giving loot to everyone whose level 50, it's about recreating the "racing for mobs" which was what classic raiding was all about.
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