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					Originally Posted by Izmael
					[You must be logged in to view images. Log in or Register.]A solution to this problem has been proposed - randomly award the coveted item to one of the first 6 players on the list - drawing the mechanics of a particular camp closer to what it would be without /list - an exp group camping it and /rolling on the loot. | 
	
 I like this idea ... as I like 
any idea that returns /list to playing EverQuest (ie. luck and patience) instead of playing a non-EQ made-up game (click the box every few minutes).
That being said, I don't think the group thing is necessary at all, and it'd be simpler to just list for a random chance to kill the mob when it spawns.  To solve the "people don't kill their own mob" problem, make it so winning /list only gives you a ten minute window to kill: if you fail to do so in that time, /list happens again, giving the mob to someone else.
Again, I'm happy with any "more-EverQuesty" solution (and also, to be clear, /list 1.0 is still far more "EverQuesty" than not having a list at all) ... it's just that among all possible solutions I favor simpler ones over complex ones.