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Originally Posted by whathappenedhere
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There is no one stopping you from going out and getting all the toys you want.
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Players who autofire, file alter, and script. Doing so delegitimizes loot that might be obtained otherwise. It also undercuts what motivation rule-abiding players might have in a competitive environment. Also, training has been pretty effective at stopping players from getting the toys they want.
Quote:
Originally Posted by whathappenedhere
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you all want to change the rules for the only remaining unique sandbox so that the welfare toys can be given to you just like every other sandbox!
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Establish that little to no cheating is taking place and that those who disregard the rules/deny culpability are appropriately punished in a timely manner so that 46+ content is an equal playing field, otherwise all claims of welfare are meaningless.
Quote:
Originally Posted by whathappenedhere
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maybe you guys are trying to destroy the last reaming scraps of an attempt at a classic Everquest server. /shrug
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The same argument could be made against those already mentioned, players who have made raiding a farce, all in the name of competition, thanks to their willingness to make use of every advantage out there, rules be damned.
Speaking generally, competition does feel better overall compared to roll/rotations, because having to compete imbues all of the sought-after items with memorable stories. So when the player is standing staring at a wall looking over their inventory, it isn't just a sheet of stats but a more personal collage of encounters. That said, when the competitive memories connected to those items are all terrible and make any sane person question why they even log on, roll/rotations are without question superior.