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#1
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Thoughts on end game raiding
There has been a lot of controversy and hate lately involving the idea of a TOV rotation between guilds on this server and I understand why. The competition between guilds is what really makes eq fun and exciting for the most part. However, there is a big difference between competition and domination/monopoly of content. I think that is why a lot of people are open to the idea of a rotation of some form.
One idea I thought of recently was what if there was a limit on the number of people that can be in a raiding guild? This would eliminate the "zerg" guilds and level the playing field for everyone making competition on this server fair and probably much more fun for everyone involved. Getting the mob would rest on the guild's skill level not how many people they can throw on one target at once. There already exists a minimum requirement for a guild to form, why not a maximum? End game raiding is like a sport we don't see teams in football, baseball, basketball etc of various numbers they all have equal amounts of players on the field at once. If one team had double or triple the amount of players on the field would that be fair or even fun to watch? My guess would be no and I really think that applies to Everquest. What do you guys think? Concerning what the limit would be and how it would be implemented is a whole other discussion I just want to hear some thoughts on the subject. These are my own ideas and do not reflect my guild in any way. Let's discuss!
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Euedyen Livehappy - 60 Cleric
https://wiki.project1999.com/Magelo_Blue:Euedyen Kixlsxot Fullmelt (Deepinya Guts)- 60 Rogue https://wiki.project1999.com/Magelo_Blueeepinya | ||
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#2
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Seriously though, neat idea. I wouldn't be opposed to trying it but it seems like a pretty narrow ruleset and would force guilds who aren't even necessarily competitive to cut people simply because they are large. Think Dial a Port and Dawn Believers, et cetera. If you're going to say "let's only apply this rule to certain guilds who take targets" then I see the problem being a start up guild never having the opportunity to evolve into a raiding guild without slashing members. Also, who decides what the magic maximum number is? I don't mean to approach this completely negatively, but I do see multiple issues with this idea.
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Tuluven Palefang <Dial a Port> -- Wood Elven Druid (Level 60)
Lhancelot The Chimera: https://www.project1999.com/forums/s...d.php?t=289641 | |||
Last edited by d3r14k; 02-13-2019 at 11:41 PM..
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#3
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What about alliances?
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | ||
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#4
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Priison Shank, 60 <Assassin> <Vanquish>
Priison Block, 57 <Master> <Vanquish> Priisun Break, 46 <Warrior> <Azure Guard> Retired | |||
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#5
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Yeah I agree that is a hard one to answer, I don't think it would be possible with rules like this.
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Euedyen Livehappy - 60 Cleric
https://wiki.project1999.com/Magelo_Blue:Euedyen Kixlsxot Fullmelt (Deepinya Guts)- 60 Rogue https://wiki.project1999.com/Magelo_Blueeepinya | ||||
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#6
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I don’t think there would be a very feasible set limit on guild numbers. Mainly because you can have a 40 person guild but there is no way those 40 people could always be on and ready for a raid at the same time. Maybe just a limit on the number of raiders in a zone or maybe make the limit something like 100 just to make up for different RL situations keeping all of your players busy. Idk. I do think it would be fun to see like 9+ small raid forces competing for one target rather then 2-3 Huge guilds sending countless numbers at a target.
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Priison Shank, 60 <Assassin> <Vanquish>
Priison Block, 57 <Master> <Vanquish> Priisun Break, 46 <Warrior> <Azure Guard> Retired | ||
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#7
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I have had a love affair with EQ/P99 for 20 years and inter-guild competition is the least fun part of the game. The problem you would like to fix, IMO, is that there are too many end game players trying to consume too little end game content. We need more game. The sensible answer to me, is instancing raid content, increasing spawn rates of long timer raid mobs, and increasing frequency of quest-related mob triggers (Chardok 2 goblin, WW Scout, Coldain rings). | |||
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#8
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On the opposite end of things instancing content or increasing spawnrates to the point where things aren't rare eliminates the point of this content as well. This works in a themepark like WoW because no one playing those games regularly has even a single brain cell. They farm that gear which is then totally useless for anything other than doing the same raid again. In EQ you can use that gear for other things, so flooding the server with it has a hugely negative impact, moreso than me not having a raid drop. Of course item inflation isn't such an issue on blue because everyone is geared AF, and if there's ever a new server neckbeards will dominate things like snowfeather to the point where normal players will never ever have a chance of getting it.. but.. The problem ultimately isn't that we need more game, or even that there's too many players. It's just that EQ was great when no one knew anything and learning stuff off the internet was barely even a concept. Now everyone knows everything, and the people who find nothing else fun but playing EQ every waking moment of their life will do what they do. That's just the way it is. Much like the anti-green haters, we must all learn to accept the neckbeards, for they were once people too, and we may become like them in the future. | |||
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#9
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This is the silent majority. Competition? You can call it that all you want, and maybe a small part of it is actually about who had devised the cleverest way to mobilize a large force quickly. But that only applies to the current guilds who "compete". In real life, what this looks like is that you have two groups of players. Group A, the "competitors", who are either unemployed, live alone, or don't have a good family situation. (Does that sound nasty? I don't mean it to be.) Group B would love to kill dragons in NTOV, and, on rare occasions when Group A has been banned, have done so. But they work, they have families, and in the spirit of setting a good example for their children, they don't' get up and leave the dinner table because something sweet has just spawned. On the rare occasions where things work out that a group B guild has the opportunity to mobilize for a nice spawn, and begins to gather a force, it's not at all unusual for a group A guild to jump them. (As mentioned elsewhere in this thread, group A is more practiced and better at mobilizing quickly.) So let me repeat that. The group B guild, for which circumstances line up two or three times a year just right that they're able to even attempt an NTOV dragon, gets jumped by a group A guild that does NTOV dragons hundreds of times a year. You know what that is? Jackassery. Lack of courtesy. Disrespect. Greed. Are we adults, or kids? Play nice, anyone? Others have pointed out elsewhere that those who put in the most time should (and will) reap the most reward. (No welfare pixels!!) And you'll get no disagreement from me. But since the scenario above plays out that way so often, you know what the B guilds want? A shot. Once in a while! If the group A guilds were more courteous to the group B guilds on the rare occasions when they were able to mobilize for NTOV dragons, you'd have a lot fewer people calling for a rotation. We don't need your welfare, group A. We just need your courtesy. | |||
Last edited by Terrel; 02-14-2019 at 08:20 AM..
Reason: Added an extra "This."
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#10
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