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#1
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Bubbles...Now I've got a hard on for a second server that will never happen. God damnit.
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Formerly: Phisting Uranus/Violently/Mcbard/Xosire
Phisting Furiously 60 Grandmaster <The Mystical Order> Kolored on Red. ![]() | ||
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#2
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Lets start a 17 thread discussing the benefits/cons of a new server...
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![]() Created by Uuur//Ihealyou -- Mad props! | ||
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#3
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Quote:
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Formerly: Phisting Uranus/Violently/Mcbard/Xosire
Phisting Furiously 60 Grandmaster <The Mystical Order> Kolored on Red. ![]() | |||
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#4
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Quote:
At least in 'this' thread there's a 0.00001% chance that the hardcore raiders randomly stumble across a non-gm-intervened solution that solves the issue. If i was to start a whole new thread it would just be the post i just made with a buncha 'neato!'s after it. Just a matter of if the powers at be are interested enough to make it happen. Honestly who would be against a second server? EC trade mules? It would have to be a short list. The bottleneck is getting the Devs interested (or it simply won't happen), the CS staff to cover it, and figuring out if it would generate a greater cost to the project in terms of bandwith or hosting or whatever (I'm no IT guy, believe me). [You must be logged in to view images. Log in or Register.] | |||
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#5
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Id hate a second server, i like it crowded. When my favorite places became empty in eq live i stopped playing.
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#7
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The solution is simple, it's just that no one wants to do it. If you're not happy with the way things are on the server, you have to put up a fight. That's exactly what the top tier guild(s) want... competition. So bring the fight right to their front door:
1) All non-uber raid guilds get together and split out targets amongst themselves & position trackers. 2) Camp buffed mains at agreed upon targets. 3) Track and mobilize. 4) Beat them at their own game until they fall apart and the game is no longer fun for them. They want competition, give it to them. [You must be logged in to view images. Log in or Register.] The problem is no one else is willing to do 2 & 3 because very few other people are willing to devote that amount of time/energy into a computer game. Which is fine, there is nothing wrong with that... but then why should we expect the devs to cater to those who can't put in the time/energy to get the raid targets? Unfortunately, Classic Everquest was always about the time/energy spent being proportional to the progress of your toons/guild. We more casual players knew that 11 years ago, and it shouldn't be a surprise to us now.
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Another witty, informative, and/or retarded post by:
![]() "You know you done fucked up when Yendor gives you raid commentary." - Tiggles | ||
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#8
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They spent time actively doing stuff, not sitting waiting 4 days for a spawn or waiting for a text message.
With classic spawn timers there was no benefit to playing 12 hours a day for most raid targets. Again, this has been gone over many times in this thread and elsewhere. Did you miss the first 30 pages? | ||
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#9
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You're missing everything I'm saying. My point is "time/energy invested was proportional to the progress of your toon/guild". You cannot dispute that. Do not twist or add stuff to that sentence. It is simply "time/energy invested was proportional to the progress of your toon/guild". If you want to progress more than the local uberguild, you have to be willing to put in more time/energy into doing so.
Or, from the other angle, if your group of people puts in LESS time/energy into something, and somehow reap MORE reward than a group of people putting in MORE time/energy into something, is that somehow more fair/fun? Keep in mind, I'm speaking as a casual player. I know I will never see certain encounters on this server, just as I never saw them on Live. I understand that. Real life is more important to me.
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Another witty, informative, and/or retarded post by:
![]() "You know you done fucked up when Yendor gives you raid commentary." - Tiggles | ||
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#10
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Quote:
Classic "time invested" involved ACTUALLY PLAYING THE GAME. | |||
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