View Full Version : Raid mob DKP
Joroz
06-20-2012, 11:48 AM
another idea to put the raid scene back in line would be flag raid mobs with a DKP flag. Count those against raiders and make them less effective over a short time span such as a week. encounters would gradually get harder for each mob taken down, sort of like a simulated player fatigue.
Bruman
06-20-2012, 01:10 PM
Joroz, I like you, but boy, do I hate this idea of yours. Plus it's so non-classic that I don't have to worry about it ever being implemented!
Silentone
06-20-2012, 01:45 PM
Joroz, that idea is against hardcore raiders from a casual raiders standpoint. I know you dont care about the hardcore raider, but how about a complete casual propsing a option where you can only ever kill 1 of each raid mobs. That is the same mentality from a complete casual towards a casual raider.
Versus
06-20-2012, 02:23 PM
Yeah! Go ahead and ruin the server!
kingsBlend
06-20-2012, 02:59 PM
How I feel about this post:
http://developimps.com/perp/noo.gif
Joroz
06-21-2012, 12:30 AM
content is classic, how the server is run isn't.
ip limit is not classic, its put in because the admins wanted to limit you to one toon
toons living forever without siphoning 10$ from your account each month is not classic... when most people quit they stopped paying and those toons were never seen again unless they were sold to an active player that wanted to pay the monthly fee to keep them active. decisions had to be made.. no thought at all on here.
having unlimited accounts with a single toon on each wasn't classic either.... it may of happened but definitely wasn't anywhere like it is here.
p99 doesn't have the same staffing resources eq classic had... again good luck ever being classic without this one.
I could go on and on about how knowledge of today prevents this server from ever being run like classic.
method proposed which will no doubt be hated and probably never considered would actually reduce steam-rolling content and promote more groups of raiders to raid. whats wrong with actually have to make decisions on what mobs to go after instead of everything that pops. a raid kills a dragon, each of those toons would become less effective for each dkp target they try to tackle, similar to how pvp effectiveness works. measured on say a 7 day rolling average the system would be automated and self balancing.
Splorf22
06-21-2012, 01:14 AM
I actually think that change might hurt the casuals more than TMO, since most of the real TMO members have multiple accounts. For example Versus I believe has Phisting, Pwny, and Botnet available to park on whatever spawnpoints.
I agree that the server as constructed is broken. I think the real problem is that EQLive kept the content treadmill running. On P1999 content comes out more slowly since our devs have day jobs, and the players progress through the content faster because they know all the strategies. Players having even two, let alone 3, L60 toons for raiding is just crazy for real EQ classic.
Anyway, I still think the best raid fix for the server would be twice a week reboots at fixed times with FTE shouts.
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