Lonetree
11-08-2013, 01:53 AM
Despite how little I respect those that say 'not classic' as if it was a productive response, there is a shred of validity behind what they are saying. Classic was great because of the risk vs. reward and the effort it took to earn things not only because the game was what it was in 1999. People know things now that trivialize the risks and minimize the effort required to do encounters. The content cap causes an accumulation of high end characters that has also broken these values. The fact that there are over a 1000 people a day logging in says its mostly right. So before someone says 'not classic' why not think about how we can improve things by gaining more of these classic values with a minimal impact to the way things are. And if you don’t agree stay out of this thread and let the rest of us enjoy a conversation.
I'm also selfish and would love to have a shot at taking that classic risk of fighting high-end content with my friends without joining a guild that has killed every encounter so many times and has so many 60's that there is no risk left. It's beyond me why they do it. Aren't you bored to tears by now? Each to their own i guess. Unfortunately my friends and I's opportunities are steamrolled these circumstances and I’m sure there are many more like us... likely most of the server.
Here’s my 1/2 baked idea - introduce no-drop / lore medallions that only drop off experience yielding mobs (so 60's don’t kill entire green zones with one cast). Make it that some number of them turned in to someone will spawn a raid target. Whoever spawns it can keep trying to kill it as long as they are trying (try all you want but you have to go to bed/work eventually if you chose to spawn something your guild cant handle). Make it so all the turn-ins must come from people of the same guild tag (de-incentivize selling the medallion turn-in by making it inconvenient). Adjust the medallion drop rate so that only enough drop (server wide) to do such a turn in every ~10 days (it will take a while before any one guild has enough to do a turn in but at some point turn-in's should happen every 10 days on average). Make raid mobs spawn 9/10ths as often (when supplemented by the medallion spawns the overall spawn rates remain the same). Make medallion spawns not affect this existing timer system for that encounter (minimize impact to the current way things work). This gives everyone, those in and not in a top guild, a chance to EARN a shot for their guild at a named encounter with minimum impact to the current system. In my opinion these earned encounters get a better, classic, high risk, challenging experience of figuring out how to make it work with the friends you have, make mistakes, die, try again, maybe give in and ask for more help... i guarantee there will always be enough people willing help that the spawn will go down.
...now if there were a better way to balance the risk/reward of Chardok AE groups, that's broken too imo.
I'm not looking for opinions of my 1/2 baked idea but i would like to know your ideas on how to get more of these classic values? and what do you think is broken that we can try and improve?
I'm also selfish and would love to have a shot at taking that classic risk of fighting high-end content with my friends without joining a guild that has killed every encounter so many times and has so many 60's that there is no risk left. It's beyond me why they do it. Aren't you bored to tears by now? Each to their own i guess. Unfortunately my friends and I's opportunities are steamrolled these circumstances and I’m sure there are many more like us... likely most of the server.
Here’s my 1/2 baked idea - introduce no-drop / lore medallions that only drop off experience yielding mobs (so 60's don’t kill entire green zones with one cast). Make it that some number of them turned in to someone will spawn a raid target. Whoever spawns it can keep trying to kill it as long as they are trying (try all you want but you have to go to bed/work eventually if you chose to spawn something your guild cant handle). Make it so all the turn-ins must come from people of the same guild tag (de-incentivize selling the medallion turn-in by making it inconvenient). Adjust the medallion drop rate so that only enough drop (server wide) to do such a turn in every ~10 days (it will take a while before any one guild has enough to do a turn in but at some point turn-in's should happen every 10 days on average). Make raid mobs spawn 9/10ths as often (when supplemented by the medallion spawns the overall spawn rates remain the same). Make medallion spawns not affect this existing timer system for that encounter (minimize impact to the current way things work). This gives everyone, those in and not in a top guild, a chance to EARN a shot for their guild at a named encounter with minimum impact to the current system. In my opinion these earned encounters get a better, classic, high risk, challenging experience of figuring out how to make it work with the friends you have, make mistakes, die, try again, maybe give in and ask for more help... i guarantee there will always be enough people willing help that the spawn will go down.
...now if there were a better way to balance the risk/reward of Chardok AE groups, that's broken too imo.
I'm not looking for opinions of my 1/2 baked idea but i would like to know your ideas on how to get more of these classic values? and what do you think is broken that we can try and improve?