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Old 11-13-2015, 06:34 PM
jcr4990 jcr4990 is offline
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Join Date: Aug 2013
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Quote:
Originally Posted by maestrom [You must be logged in to view images. Log in or Register.]
You missed my point.

Who says EQ is supposed to be hard? EQ is a fixed difficulty game, for example Puma's in EC don't have more HPS/DPS based on your level or class.

You're either strong enough to kill the puma or you're not. There is a very narrow band where you're just barely strong enough to kill a puma where your skill actually matters and then it is "hard", but the vast majority of pumas are killed either quite routinely, or they smash the person trying to kill them.

Swap out "puma" for everything in this game.

If you want a harder game, you roll in with barely enough people to kill a monster. If you want an easier game, you bring 80 people. This is called "organic" difficulty--where you decided how hard something is not by changing a setting in the options menu but instead of practicing the game or bringing more people.

The "difficulty" described in your example is in getting enough people in your guild who work from home. That's not really everquest-related. It's also not difficulty related because its not really skill-based.

What you're really saying is, you think that Everquest raid targets should only go to those people who prioritize them high enough and who are flexible enough to get to them, and if you don't prioritize them enough and you're not flexible enough, someone else will take them from you. That's fine, you're not alone. But that's not "difficult".
I think you're over simplifying it a bit. If the only thing that mattered is what guild had the most people with enough flexibility to log on for raids then Rampage would get every single target. Granted they do get most of what they try for but they can (and have) been beaten to FTE on many targets since Velious came out. They also happen to be exceptionally good at mobilization and have multiple characters parked all over the game and a very skilled pull team. But I won't deny that having lots of flexible high playtime raiders is a big part of their success too.

However! Very very very often there are multiple guilds with adequate force in the zone shortly after a hotly contested target spawns. Being the guild that secures the FTE and gets the kill is where the challenge comes in. If you remove that (imo) you remove the only arguably difficult aspect of raiding on this server. You can artificially increase difficulty if you want by doing things with less numbers and such like you mentioned. But many people won't do that. Keeping the race for FTE ensures that there's always going to be an element of challenge to acquire pixels.