Have we not seen small guilds accomplish their goals, and win targets? Many now and and in past (A team, Core, etc) have used the same opportunity everyone gets to reach their goals or secure a target.
Another thought is some people are putting a lot of time and effort to increase their chances of reaching their goal (item, target, etc) only to see that rare drop for example drop I n draft week to another entity who has maybe put 0 time/effort to getting there.
My opinion is instances and rotations when implemented on live diluted the journey and took away something that makes EVERquest special. The challenge and time of the adventurous journey
|