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  #21  
Old 03-15-2017, 10:59 AM
indiscriminate_hater indiscriminate_hater is offline
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Welfare pixels for some, tiny American flags for others
  #22  
Old 03-15-2017, 01:07 PM
Swish Swish is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Ragefire is dumb.

Set respawn to 2 hours and you can't sock it all, eventually killing Dozekar every 2 hours would be less attractive and guilds would schedule raid times to hang out and kill targets.
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The not classic ideas are real strong the last day or so.
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  #23  
Old 03-15-2017, 01:26 PM
philonius philonius is offline
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Originally Posted by branamil [You must be logged in to view images. Log in or Register.]
Please god no instances. That would be so depressing in an MMO. That's one of the reasons WoW started dying. But, I'm confident they would never do that, something is complex as zone instances without bugs is out of reach for volunteer programmers. I don't think they want the overhead.
WoW used instancing from the very start. WoW is dying because its a 13 year old game at this point, instances have nothing to do with it.
  #24  
Old 03-15-2017, 03:35 PM
Rygar Rygar is offline
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I think your post is really well worded and sorted out, I tend to agree with you. What makes the top end so 'immersive' if we could use that word is how much work you need to put in to get that item you are hoping for.

EQ is a game of delayed gratification, you work hard and long to accomplish something you want. When you get it, that means something.

When you instance or put it on 2hr farm and you are /randoming for Vulak items cause DKP becomes too hard to track and/or spends too fast, I think it makes that item lose value to the user.
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  #25  
Old 03-15-2017, 05:01 PM
Kotopes Kotopes is offline
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What about lockdown timer on raid targets? You kill Trak and your whole account cannot attack or in any way affect it for a set period of time (a week etc.)?

One reason I never went for raiding despite several tries here is because it eventually turns you into a no-sleep poopsocking batphone retard.
  #26  
Old 03-15-2017, 05:34 PM
Ravager Ravager is offline
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Quote:
Originally Posted by Rygar [You must be logged in to view images. Log in or Register.]
I think your post is really well worded and sorted out, I tend to agree with you. What makes the top end so 'immersive' if we could use that word is how much work you need to put in to get that item you are hoping for.

EQ is a game of delayed gratification, you work hard and long to accomplish something you want. When you get it, that means something.

When you instance or put it on 2hr farm and you are /randoming for Vulak items cause DKP becomes too hard to track and/or spends too fast, I think it makes that item lose value to the user.
How long should it take a person to acquire an item before it becomes valuable? 4 Hours game time? 100 hours game time? 1000? 5000? Should those who get lucky and get an item they wanted almost immediately delete it and try again to increase its worth? If it's worth more, does that make it more useful?
  #27  
Old 03-15-2017, 06:43 PM
Nixtar Nixtar is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
The not classic ideas are real strong the last day or so.
Happens when you have a server which is extremely top heavy on max level characters.
The classic feel is a pipe-dream at this point. Instead with have foot races and a cutthroat competition for raid mobs.

The exp bonus on Red, for instance, is why I don't play there(well, the main reason). I do not want to blow through all that awesome classic content. Why the hell would I want to rush straight into a brick wall, i.e. Velious? Pixels? What's the point? If Red wants to become great then it is the PvP culture and interaction which needs to be improved. I mean, why would I want to join a PvP server for PvE reasons?

Auld Lang Syne is the only thing classic on P99.
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  #28  
Old 03-16-2017, 01:31 AM
Bubbles Bubbles is offline
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I enjoy the part where he points out that just about anyone with a pulse would have Vulak-and-below on farm status immediately with instances...

But the fact that everyone's neckbearded out of these encounters is healthier for the server long term.

Fun little exercise: go to work tomorrow and try to explain to a secretary you spend your sundays either binded into google hangouts as the eyes for hours on end... Or the guy with that feed in the corner of his screen who sits waiting for up to 8 hours waiting for the exact moment to race against dozens of others spending their weekend the same way.

If the first adjective out of her mouth is 'healthy' instead of 'cult member' or 'roleplaying a virgin', switch jobs immediately.
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  #29  
Old 03-16-2017, 02:25 AM
Swish Swish is offline
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What do you do when hundreds of people have done all the content? Got BiS on 6-13 characters, etc?

What then? What is there to look forward to? Getting to 60 with every race/class combo? Hoarding one billion plat?

It's a slow burning server, let it be <3
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  #30  
Old 03-16-2017, 09:18 AM
Tetsuo Tetsuo is offline
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"EQ is a game of delayed gratification, you work hard and long to accomplish something you want. When you get it, that means something" agree 100%

What makes EQ fun is how hard and grueling it can be and how satisfying reaching your goal is.

The relief of finishing up a hell level, hitting 60, and running all around norrath for a staff that can click haste is what makes EQ fun and EQ was designed to be tough like that.

However it wasn't designed for a top heavy server that isn't going to add new content which leads to the poopsocked end game content.

If you want to keep the challenge and slow pace but eliminate the poopsocking you could increase raid respawns BUT create a 7 day lockout to replace the classic 7 day respawn for the guild and or player that killed w/e raid target.

This would allow more access to content but prevent farming the raid target for 16 hours strait.
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