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How Should Players Compete For Raid Mobs
So I read about 5 pages of the raid target rotation thread before my eyes bled from all the repetitive comments. I'd like to bring up something in a fresh thread though, and that is: how should players compete for raid mobs? Everyone agrees that raid mobs should be reasonably scarce. No one wants to see a level 5 twink running around in a bone clasped girdle - difficulty is what made Everquest the addicting game it is. So the question is how do we decide who gets what?
Right now the main criteria are 'willing to be available 12+ hours per day to raid at the tweet of the guild leader' and 'joining a guild with enough such people that 35+ can be assembled at any time'. I see things like Dravingar saying 'People that only work 15 hours a week shouldn't expect the same rewards as people that work 50' and Shiftin saying he makes 49% of TR raids, which means that he is 'on call' for Everquest raids 85 hours per week. Is this what the players and the devs want, or not? |
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I like last option lololol.
Also, who cares? |
Uthgaard gives everyone a Fungi Staff <-- will be the clear winner.
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I voted for all of them because i can.
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Gotta love polls with the "comedy" options in them. Does detract from the significance of results :P
Mass PVP anyone? :D |
First to engage is the only fair way to do it without PvP enabled.
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I have been able to maintain a 45% raid attendance with a very healthy real life since my time in IB because server repops frequently happen during weekends or at night (because that's when rogean isn't at work and can apply patches *shocked face*) when all it means is choosing between killing a few dragons and going to bed early. Plenty of people are in this boat. You are absolutely pulling your numbers out of your butt. ps - 40% is what we ask of our active members and apps. Having people spread out across timezones is extremely beneficial. |
why not just do whoever kills mob first gets the loots ????
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