Project 1999

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-   -   Is TMO bad for the server? (/forums/showthread.php?t=93541)

-Taelara 01-08-2013 08:15 AM

TMO is horrible for the server. Killing mobs - LOOTING THE LOOT! How dare we. We should just leave the mobs up and gather every 50+ on the server and random loot off.

<3 Nilbog. If people don't like your awesome sandbox they can go play WoW have have instances with no competition. Now those are some healthy servers.

Taffan 01-08-2013 08:31 AM

Quote:

Originally Posted by Alarti0001 (Post 805608)
Need a date ~

Either way this explains exactly why rotations wont work here. With how many raiders we have there would be months of wait time on mobs.

Are there really that many? I only really figured 4-6 guilds could take on the big bosses. Wouldn't that only be a month tops?

Taffan 01-08-2013 08:32 AM

Quote:

Originally Posted by Taffan (Post 806381)
Are there really that many? I only really figured 4-6 guilds could take on the big bosses. Wouldn't that only be a month tops?

Also, with so many targets now - there would be something for each guild to do at least 1-3 times a week.. no?

Camulet 01-08-2013 09:02 AM

Played on Veeshan from 99 - there were definately rotations. And lots of NBG groups (not all) but alot more than on p99.

Server is classic here, community is not imo.

Alarti0001 01-08-2013 09:25 AM

Quote:

Originally Posted by Taffan (Post 806381)
Are there really that many? I only really figured 4-6 guilds could take on the big bosses. Wouldn't that only be a month tops?

There are, and because of variance raid guild sizes are much larger here than during classic.

If a rotation was put in place guilds like TMO, BDA and FE could effectively split into 3 guilds each to take up more rotation slots. Other guild would get on that rotation too since they wouldnt need to worry about variance or instant engages.

nilbog 01-08-2013 09:35 AM

Quote:

Originally Posted by Alarti0001 (Post 806397)
There are, and because of variance raid guild sizes are much larger here than during classic.

If a rotation was put in place guilds like TMO, BDA and FE could effectively split into 3 guilds each to take up more rotation slots. Other guild would get on that rotation too since they wouldnt need to worry about variance or instant engages.

NPC variance isn't forcing humans to guild invite more members. It is a choice.

Autotune 01-08-2013 09:37 AM

Quote:

Originally Posted by nilbog (Post 806403)
NPC variance isn't forcing humans to guild invite more members. It is a choice.

It's the best choice, for winning!

Autotune 01-08-2013 09:39 AM

Seriously though, the advantage of a large roster in the current system far out weighs any disadvantages. That's due soley on the enormous varience in place.

Frogie305 01-08-2013 09:44 AM

http://i47.tinypic.com/25rjsy0.jpg

Not Enough Sprite golems. Refresh your Selfs haters.

Tasslehofp99 01-08-2013 09:55 AM

Quote:

Originally Posted by Autotune (Post 805939)
I played on prexus and remember zero rotations.

There were rotations on prexus for sure that worked out fine, up until velious and <Stasis> came around. They were the first guild to introduce the "FCFS" aka FTE stratedgy on prexus; which in essence dissolved the rotations. Stasis was a top guild for a few months but fizzled out fairly quick due to lack of leadership and a similarity to peace pipe in attitude/maturity.


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