| porigromus |
05-30-2013 06:18 PM |
Quote:
Originally Posted by maverixdamighty
(Post 976046)
everquest on live rewarded time invested with rewards/loots. i'd argue that your proposal to remove variance with the knowledge it would just lead to epic zerg FTE fights would be the exact opposite of that. if anything adding in variance (and yes you are going to get arguments from guilds that don't want to track and think it's unfair) is much closer to classic in regards to rewarding the guilds with the most time invested.
again did you even raid on live in kunark?
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I think classic spawn times would be much closer to classic. How much more classic could you get? To argue against this would be absurd. Why is there variance when it isn't classic?
Why customize one part of a server aiming to be classic to "improve" game play when that isn't what this project is about? This project is about recreating classic and that includes all the classic perceived hardships, difficulties, positives, negatives ... that classic offers.
Who cares if the raid scene is tough, unfair, it should be tough, unfair or whatever but be classic. That is the goal after all. If the goal is to make a classic like EQ experience yet with improvements, varience would be the first "improvement in my mind that isn't living up to the task.
If we are making a classic server with improvements, I can think of much better ones such as a custom made auction house, instanced dungeons .. etc .. but that isn't the goal of this project.
I thought it was to re-create the classic experience. Remove variance and let classic be classic, problems in all. Why pick and choose what is classic?
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