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#2
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Trexller tells you, '>> Tough love incoming <<'
If you know when the earthquake is coming, or even a long window for an earthquake, the entire purpose of quakes is gone. done. That would be Rog-Bog feeding you free spawns. If your guild cannot get its members to the kill spot in less than 30 min (thats generous), then your guild just has issues. I would suggest batphone drills (seriously its been done). If you aren't requiring members of level who are online to attend raids, then you are screwing yourselves. You can't be a casual raiding guild and muster a force of 40+ in 20 min. It just won't happen. Ever. Anytime ive been in a less-than-tier-1 guild, the biggest problem i saw, everytime, was the time from raid call to mob engage. I get so sick of being the first person in zone everytime, even before officers. I'm able to get anywhere in norrath, from anywhere in norrath in less than 15 min, average 10, porting class or not. WC caps, Thurg gate pots, OT hammers, Gate pots from potion vendors, shaman made port potions. Theres no excuse for taking longer than 20 min. If you cannot find a port, that is a problem with you. I honestly don't understand what takes people so damn long. Raid call on a contested spawn does NOT mean any of the following: Go there after you find a group replacement, finish your quad, make some food, rub one out, change the laundry, take a shower, or whatever. Yeah EQ is just a game, you gotta deal with RL sometimes. but that's gonna eat away your response time. Time waits for nobody. Tier 1 raid mobs are a race for FTE. Tier 1 guilds take a lot of shit for being assholes. Alot of players just seem that way due to the laser focus on getting shit done fast and smooth. So your cleric ghosted your group for a raid, they aren't an asshole, (well maybe not for that reason) thats what it takes to be competitive on P99. TLDR: If you can't engage a tier 1 mob under 20 min from its spawn time, you lost it. Reflect on your failings and improve. Response time is the difference between pixels or no pixels. | ||
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#3
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To paraphrase the almighty Ruffel, "Nobody deserves [earthquakes]."
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#4
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Game should have simulated 2-5 hour downtimes too.
Gotta get classic. | ||
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#5
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this ^
verant/SoE often had servers down alot longer than 5 hours. I remember many a boring night on the couch, getting up to try and log in every 15 min. I needed more to do as a kid. | ||
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#6
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This game has always benefited people who don’t have a lot of RL obligations.
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#7
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Earthquakes suck, no more earthquakes
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#8
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Sirken once spoke in a stream that they had to physically depop doubles of each raid mob for an earthquake to happen. I dont know if that was ever fixed for this stream was two years ago. Anyways, that was during the time where there were more quakes more frequently.
__________________
Zigzagwanderer
Zigzagdreams | ||
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#9
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I dunno what server you played on, mine had 3-4 major guilds in the kunark to velious era... they kept Tarew Marr squeaky clean.
Enlightened Dark Enrapture Black Company House Arcane and "Let them weaken it" zerg guild Clan of Shadows | ||
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#10
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1: Quakes are fun. the mad chaotic dash to get mobs while the clock is ticking is maybe the most fun to be had on blue. P99 is supposed to be fun, yeah?
2: Quakes are healthy for the server, because they provide a means for guilds that aren't riot to take a stab at targets that are otherwise engaged within seconds-to-minutes on natural respawn. For the folks who tout competition as the be-all end-all of everquest, shouldn't you be in favor of having an environment where people actually feel like competition is possible. 3. Quakes help keep spawns bunched up, and keeps that bunching centered around different times, which is also good because it forces guilds to prioritize targets, which in turn creates opportunity for others. The many weeks where spawns were spread out over all 7 days of the week were awful for nearly everyone. 4. Quakes help keep the timers for certain events, like ring-roll, moving around. Not going to lie - 60 days of ring roll at 3AM eastern was bad; another month with it in the middle of the afternoon is not much better. On this same point, quakes also help prevent drift and the resulting terribleness with these events. Gloradin pop is more than an hour after roll right now, but we can't change the time. A quake would help alleviate this. 5: The rate of quakes seems very low. I know that they switched from a set number per month to a range because people would be camping the quake repop at the end of the month if it was still due. But we've have 1 quake in the last 90 days, and 2 in the last 120. If quakes are meant to simulate server repops that happened back in the day due to patches, maintenance, etc., well - surely those were happening more often than 3 to 4 times a year. | ||
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