Quote:
Originally Posted by Mayge_Joined_Oct_2020
No one can be "awarded" a drop without it actually dropping in the first place. It was your own idiotic claim that it is somehow against "classic EQ philosophy" without a single shred of evidence both now and in that dumb thread you linked.
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My claim is
EQ did not randomly select the player to award an item when it drops
You continuing to conflate "randomness" of drop rates with randomly selecting who to award an item is still dishonest or dumb.
But hey, you just joined October 2020 like your forum account says, so I'll cut you slack for being an ignorant newbie. Welcome to Green P99! You haven't experienced a /list yet - but when it comes, I'll explain it to you and hold your hand through the process. If you need anything else about EQ explained to you, send me a DM. I'm glad to help
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Quote:
Originally Posted by cd288
Kind of correct, but the fact is that with the list items there are often multiple people helping to kill the mob and placeholders. Yet only one of them has the loot rights to the item. Whereas if, say, it weren’t a list item and it was a group killing it, you might /random for the drop. So I could get on board with list items being /random...or maybe like /random for the first 6 people on the list as though they were in a normal full group.
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I am talking EQ design and hard-coded features. You're talking player agreements. EQ design and hard-coded features never randomly selected a player to award an item when it dropped. Whichever individual or group did 51% damage had full loot rights. PNP was put into place to protect from KSing and camp stealing. PNP doesn't include randomly awarding items either.
Devs recognized legacy items would be monopolized by a small group of people and there would be endless CSR to try to coax and enforce player agreements.
If you want to camp a legacy items as a group, get one of your group members on the /list and when it drops you can /random it off amongst your group if you like.
The /list wasn't designed to randomly select a player to award items. It was created to end monopolization of legacy camps, lessen CSR burden, and give the most "fair" opportunity for anyone who wants to camp (read:camp = put in time) for the item.