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Originally Posted by xdrcfrx
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your suggestion(s) would just turn scout into a game of "how many guildies can I get to show up and roll with me?" and would at the same encourage the same asinine rule lawyering that makes a lot of the rest of p99 a less than rewarding experience. Counting seconds until scout turnin goes FFA, arguing about who turned in too early, or many other things we could start to slice and examine in minute detail. I understand that you want to be able to lock down scout with your guild and sell the loot rights or whatever.
There's no reason to treat scout any differently than it currently operates. Working perfectly fine, and has been for a long while. One less person to roll against? I'm already at scout like 2-3 times a week at the most, as convenience allows. The rules are reasonable as is.
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No, my suggestion removes the unclassic game we've made up here, and restores the game to the way it was in '01. And that game
was ...
Quote:
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a game of "how many guildies can I get to show up"
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Scout was
never meant to be a loot pinata for the server! Like all the rest of the major Velious quests, it was intended solely for players in (high-end) guilds, and you were
expected to bring a raid force with you to do it.
Just look at Spirit of Garzicor, Dain Ring, or any of the others: they all require a high-end guild, because Velious was mainly a high-end raiding expansion (it didn't increase the level cap, so they had to have something for the large number of level 60s to do).
The
only exception was the Shawl quest, and that's because it was the "tradeskill epic". So again, it doesn't matter if everyone likes soloing more and showing up to roll for phat lewtz; the whole point of this place is classic EQ, and classic EQ was a game where having friends was considered a plus.