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View Poll Results: Should we change classic-mechanics here to allow more guilds access to raid content? | |||
Yes | 75 | 42.13% | |
No | 103 | 57.87% | |
Voters: 178. You may not vote on this poll |
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#151
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What I like about it is that it gives top guilds the ability to get *most* raid bosses, just not *all* raid bosses. The token idea, as I understand it, gives guilds the ability to have a certain number of spawns on demand per week. The vast majority of spawns are still normal spawns, and the guild that puts in the most work would get those spawns. But, each guild would still be able to use tokens to get some spawns. Ravager has made a very good point that most people on this server just want to play EQ cooperatively. They want to kill dragons with friends. The current raid environment doesn't allow this. I think I'd like to see a solution that has the following criteria: a) Gives smaller guilds the ability to do content. b) Gives hard working guilds rewards for their work. Instances meets a), but doesn't meet b). The current situation meets b), but doesn't meet a). I think tokens are a great solution that meet a) and b). Quote:
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#152
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#153
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Oh look we are back on topic....good! | |||
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#154
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There are a lot of (extremely) hardcore players out there who are no longer a part of TMO or never were and never will be. As soon as TMO starts to lose raid targets, and the recent Bregan-VD merger will certainly cause that to happen soon, you will lose those disgruntled or opportunistic members who joined, having seen TMO as their only choice. Many of those will be highly driven trackers and raid attenders. Obviously your guild does not strictly need those hardcore people right now, if I was so easily dismissed. After tracking for 20 hours in one week and attending the majority of raids, porting, CotHing for hours, helping at every turn when asked, I think it is safe to say TMO is now at the maximum capacity of players they can handle. And yet Bregan-VD has just become a larger guild, with harder core elements mixed in who can start to influence the whole. When they begin to consistently win Maestro/Inny, CT, Trakanon, and other epic raid mobs, TMO will also lose the "hardcore independents," that very important class of player who wishes to win at EQ. And they will lose them to the very guilds that are defeating TMO, exacerbating the exodus. A core is very important, but in order to continue winning, you must continue winning, and with the current paradigm that trend is doomed. We of P99 have a relatively small player base and after you decide to remove a dozen or two loyal and productive members for nebulous reasons, you have burned bridges and paved the ground for rival guilds to defeat you. TMO will not be on top forever, server history has shown this clearly, and the scales will likely tip sooner rather than later, especially with recent officer behaviors contrary to guild health. Removing variance will only speed up this process, and all to the good. | ||||
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#155
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TMO history on this server shows that when we are competing or even losing is when we play the hardest. | |||
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#156
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Collect 5000000000000000 goblin ears, add super rare custom items to monsters in places that do not get much activity such as "a shattered dragon tooth" etc etc that has to be collected. Create super slow random named monsters that must be killed and collect the head "Sir Norty the Evil Gnome's Head" .. whatever you get the point. After the entire guild gets all the items together maybe add quest to some NPC .. I prefer to keep to the theme of classic and give NPC a regular name, not like some servers "Turninitemshere TurninNPC1" but that is just me. Back on topic .. You get the point. These would be fun long drawn out activities for bored smaller guilds and also it wouldn't be attractive to big guilds because the current random spawns would still be the fastest most lucrative option which would be definitely needed if this system was implemented. You want guilds to look at the competitive option as ideal. The other option is just to keep smaller guilds together, with a goal. If this isn't implemented now, I think it should be considered when custom content is thought about in the future. [You must be logged in to view images. Log in or Register.] I didn't spell check but I hope you get the idea. This would give smaller guilds goals to work towards, keep from getting bored and eventually slowly get loot. It would actually add to the Everquest game. | |||
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#157
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I think that's a lot of makework - of course that's what this game is all about [You must be logged in to view images. Log in or Register.]
If you want to implement tokens, I think the best way is simply to give them out to raid leaders with a certain limited frequency (2 per week sounds about right). If you successfully kill said raid mob within one hour, you get your token back one week later. Otherwise it despawns and you don't get your token back for a month or so. All the ordinary boss mob pops would work as normal. It does seem like a reasonable balance between instancing and competition, although I don't know if I like the idea of guilds getting to spawn personalized raid mobs. | ||
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#158
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#159
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We have some real issues on this server that change the classic experience. 1. Expansions and patches do not happen nearly as much as classic. 2. While the GMs here work hard, they are no where near as present as on live. 3. Everyone has a huge bank of internet resources to assist them in EQ. (maps, vent/team speak, highly organized message boards, walk throughs, batphone!.) 4. Spawn variance... The raid scene here is different from classic due to the above. That means that the raid scene is already not classic. We are on a so called "friendly" PvE server. If racing, training, and leapfrogging one another are why everyone plays on this server then so be it. That said, I highly doubt that the majority of the server enjoys that type of play... I like the idea of instances/tolkens as it promotes friendly play (which is what this server is meant to be) and it keeps average guild sizes lower. Considering the server admin doesn't like the way the raid scene is playing out, (see his post on a previous page,) I would suggest people add to this conversation in a more constructive manner. | |||
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#160
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Why not use the skins of the current dragons and rename them and add additional raid mobs around the world to the point one guild could not possibly kill all of them. The trouble would be to place the dragons in places it wouldn't look odd and wouldn't cause issues. Make these dragons have different mechanics, spawn times, and maybe a rarer chance to drop any loot. It could be same stats as other dragon loot but with different names. | |||
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