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#11
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![]() Anyone can train. People used to do it in the old days just to be vindictive. It promotes a VERY toxic atmosphere.
As someone who has farmed mobs for MONTHS in raids, i'd honestly like to see 1 mob a week be given up by top guilds for a server wide alliance. Can spread sheet it all out, and let the non hardcore players enjoy a little piece of the end game | ||
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#12
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![]() Quote:
I need to get to sleep.
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lvl 37 Troll Shaman OF JUSTICE | |||
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#13
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![]() another lowbie playing forum quest with no idea whats going on end game
/fantasy its fun to imagine and dream | ||
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#14
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![]() Quote:
I mean .. geez what's it like playing up there with the stars? Gosh I'm just awe struck personally. Seriously going to sleep I got an 8:30 meeting [You must be logged in to view images. Log in or Register.]
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lvl 37 Troll Shaman OF JUSTICE | |||
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#15
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![]() Quote:
1, TMO out mobilizes 2, TMO has more experience 3, TMO has a larger, more well equipped raid force As it stands, with variance and extended variance, guilds that are !TMO need to sit at a spawn for 1-x many hours (where x can be quite large), of which is stupendously boring. So when people don't want to do this, they need to beat TMO at #1, which is pretty damned difficult if not impossible unless we're camped at the mob. Some guilds have adopted the strategy of raiding zones when bosses go into late window. Farm loots, get a shot at a boss, no sitting around required. Way more often than not, the boss won't pop. No biggy. If the boss does pop, the smaller guild gets a shot. However, due to general lack of experience with the mob (mostly newer folk or what have you -- I'm one of them!), coupled with the necessity to engage/kill a mob instantly, smaller guilds wipe. You're basically tossed the basketball while not facing the net and have to make the shot immediately. If you miss, you lost the mob. Sit through this for a few weeks and people get burnt out and don't want to raid. Remove non-classic silly things (like variance), and more guilds get a shot at a mob on a weekly basis. Experience goes up. Players less likely to burn out due to actually seeing/engaging mobs. EQ raiding on live was hardcore enough -- needing to devote time at strange hours to kill mobs. P99 is the same way just far more amplified. It doesn't help that the raid scene is just down right toxic. Due to people absolutely needing to rush you see unintentional trains, which are almost always seen as intentional by opposing forces. Rules get skirted to increase the likelihood of loot. People get pixel hungry and turn into outright dildos. Your suggestion to form an alliance might sound good on paper, but in practice it's something that is going to take a serious effort to be even mildly effective. It's certainly not something that is going to happen overnight. People need to be geared appropriately for raids, they need to have mobilization items, they need practice. Lets assume, for the sake of argument, that everyone non-TMO guild takes their best raiders and throws them together to form a super team of raiders. None of them are VP keyed. 1) They need Traks. They need to dump $$ into PR gear. They need to be more or less camped out at poop mountain with everyone on a batphone, willing to neglect whatever is happening in their life, or they all need to be sitting at their computers for hours on end ready to go. Lets say they get a Trak. They get 4 teeth. Now they need to do it again, 10x times or so. TMO is going to notice their efforts and place more effort into Trak. Even if players are totally okay with dealing with all of this, it's still something that takes a tremendous amount of time. Lets assume all of the non TMO folks that are VP keyed get together and form an alliance to do VP. They all enter VP. Bam, train straight to the dick. They're fighting an uphill battle. Say they overcome the trains and get themselves into VP. They start moving around to get a dragon. One person wipes them with a well placed train. Now they need to CR in the shittiest place to do a CR. Now they're up against TMO strengths 1-3 AND they need to combat trains. So really people will argue against these rules as it is just another thing that helps distance TMO from them, far more so than what would occur on a truly classic experience. Also note that on classic there were very frequent patches with full respawns, which was usually enough to give the smaller guilds something cool to do. TL;DR The raid scene is toxic as fuck A huge gap would need to be closed for anyone to overcome TMO, even if forming an alliance People hate variance and trains because it helps TMO remain on top, and it's just another hurdle they need to overcome Easier to just app to TMO if you want pixels
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hello i'm cucumbers
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Last edited by khanable; 08-05-2013 at 03:42 AM..
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#16
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![]() Quote:
Fact is, most raid capable players don't want to play like this. It's not classic.
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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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#17
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![]() The fact is most of the people playing don't want to pvp, they want to pve.
/thread
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BLUE: Jarnauga Winterfell - Barbarian Shaman of The Tribunal
GREEN: Ineluki - Human Shadow Knight of Inoruuk ![]() lulz | ||
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#18
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![]() Thread tl;dr only thing that can kill TMO is TMO.
So suck it up | ||
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#19
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![]() Quote:
__________________
BLUE: Jarnauga Winterfell - Barbarian Shaman of The Tribunal
GREEN: Ineluki - Human Shadow Knight of Inoruuk ![]() lulz | |||
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