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Old 03-28-2016, 02:14 PM
Thugnuts Thugnuts is offline
Sarnak

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Join Date: Apr 2012
Posts: 208
Default My suggestion can fix the blue raid scene. Permanently.

OK.. so as it stands right now, we have a bunch of raid targets who spawn in specific zones, usually in precise locations, in precise windows, plus some hours of variation. The end result is that you're tracking, coth ducking, training, lawyering, flame warring, inducing Sirken's headaches, and generally doing a lot of silly things to yourselves and each other.

But you're not really tracking at all, are you? You're sitting around like lab rats, waiting to push the little lever in your cage that either rewards you with tasty food pellets, or administers an electric shock that knocks you flat on your ass. It's no fun getting shocked, but you keep pushing that lever because that's the overwhelming power of elf-sim pixel addiction.

My solution to that is elegant, yet simple: we take the highest profile mobs in the game and randomize their spawn location to include anywhere in Norrath.

It's time for Cazic to spawn, you've got your pixel brigade all ready to go... but where is he???

OOPS, he's not in Fear because he spawned randomly in... North Karana.

Or Butcherblock Mountains.

Or Great Divide.

How about Hoshkar? Oh shit, he's in Emerald Jungle!

Innoruuk has fled the Plane of Hate, last spotted roaming the Lesser Faydark.

BREAKING NEWS: Phara Dar invasion of Steamfont. Newbie Gnomes mount brave resistance.

This would be straight up fun as hell, never knowing where some end game mob is going to spawn. The only limitation would be size and scale. You can't have dragons spawning in Runnyeye, for example, but there's enough Norrath to provide workable random spawn locations for all of the cool stuff.

End result of this?

1. Guilds have to literally track, and have incentive to interface with the community instead of clocking in and out of their 16 hour variance coth-ducking shifts in some isolated end game zone.

2. Norrath becomes a less static game world.

3. More adventure and excitement is breathed into the game. You never know what you're going to see, or where, or when.

4. The end game becomes a dynamic, evolving experience.

5. Better/more competition. You've just received word that Lodizal has been spotted on a shoreline in Erud's Crossing. Which guild can get there first for the FTE??

6. Not classic. Harder to get pixels since you can't permafarm something because you know every precise detail of what is going to happen, when, where, and how.

7. FUN.
 


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