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Old 08-31-2023, 08:13 PM
Vexenu Vexenu is offline
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Join Date: Feb 2012
Posts: 1,213
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Quote:
Originally Posted by Seducio [You must be logged in to view images. Log in or Register.]
I don't really get this perspective. If I were you and had this mindset yet still wanted to play classic it would mean I could go everywhere except these three camps: drelzna, EE, and ass/sup during the first three months of the server life and avoid the exact types of players I don't like. As long as you pick up jboots in oot after Month 4 and don't need a stone or a guise then everyone wins.

Almost as if the devs were looking out for casuals who didn't care about legacy items by creating a magnetic effect to certains camps/parts of the game you could purposefully avoid.

Those who want to weather legacy item camps can and those that want to avoid that drama can be rest assured most of those willing to fight for the legacy items are tied up for the first 3 months.
The problem is that everyone wants these items, because they are objectively powerful, and so will try to obtain them if they are available. But their very existence creates a perverse incentive, because their strictly limited droppable timeline creates an artificial scarcity that encourages toxic player behavior. On Green you had people staying awake for days at time, sharing accounts or using third-party programs to remain on the list. And in the absence of a feature like /list on Quarm, the competition will be even more brutal, and play behavior will be commensurately more toxic. This not only creates a miserable server environment for players, it necessitates extensive GM intervention, both of which are highly undesirable outcomes.

When you dangle a very desirable reward in front of people, they will invariably be tempted to go after it, even if by doing so they are forced to engage in behavior they would otherwise find objectionable, or perhaps even unthinkable. For an example of this phenomenon, remember the show 'Fear Factor'? Yeah. The same psychology that drives someone to eat a plateful of cockroaches for a chance at winning $50,000 also underlies their desire to spend 45 straight hours camping a Manastone, or (in the absence of a list) KSing or training other players to steal one. It is simply human nature: when the reward is attractive enough and seemingly just within our reach, we'll do just about anything to obtain it.

The only ways to avoid the disruption caused by legacy items is to either 1) leave them in the game indefinitely, or 2) remove them entirely. The former would create an environment that is completely unclassic, as literally everyone would be running around with Guises and Manastones. But the latter would create an environment that is actually much closer to the EQ that most people played, where legacy items were very rare. This is why I view it as the best option. Frankly, there is no ideal solution to the problem of legacy items. But if they were to be left in-game and not removed entirely, I think a good compromise would be simply adding them to the Naggy/Vox loot table as rare drops. This would maintain a high level of scarcity on these items (preserving both their value and the classic feel) while removing the artificial time limit constraints on them (which largely removes the toxicity they create at their respective camps).