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Old 06-14-2010, 12:11 PM
Branaddar Branaddar is offline
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Join Date: May 2010
Location: Ontario, Canada
Posts: 130
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My home server, Tholuxe Paells, had a "friendly FFA" policy when it came to raid mobs. Basically, it was stated that if someone was in the zone ready to go with a decent raid force, they got first crack at the mob. They had 10 minutes to engage from when a second guild showed up for it.

If they wiped or didn't engage in 10 minutes, second guild was in their rights to leapfrog.

Any guilds found to be training or such were met with impunity by the other raid guilds and retribution often followed on their next raid target or two.

Part of the problem with poo-pooing the PnP is, let's take for example Sebilis. I only make this example because I'm so familiar with it. Seb AE groups would camp most of upper Seb almost 24/7. Mainly because, at the time I was in them, no real xp groups went there. But that one group of 6 people were laying claim to, what, like 12 named camps?

XP_Group01 shows up and would like to kill something besides trash. Without the PnP and with the "no camps" rules, the original AE group are in their rights to continue slaughtering everything in the zone and "accidentally" training anyone that shows up to kill in another camp.

Call it carebear all you want, the fact is that most people don't know how to share. Just because I can kill 10 camps worth of mobs, does not mean I am entitled to those camps because "I was there first."

There are always going to be examples where any particular set of rules sucks for somebody.

XP Groups:
- Need to be flexible on what is "their camp."
- At the same time need some security that they're not going to get steamrolled by a level 50 just interested in plat.
- Need to have some chance at particular nameds that are perma-camped by said 50s, or we end up with a near monopoly on certain drops where the lowbies have to farm plat for a week just to afford something they could have obtained in an XP group in a few hours.
- Should take the initiative to work out a rotation on named spawns with farmers, and there should be some incentive for the farmers to do so. Whether it's a "share or die" attitude or what, I don't know.

Raids:
- Need to have some more active competition
- Need to fail or succeed based on the time to mobilize, buff and engage
- Should not be rewarded for sitting in a zone 24/7 waiting for a mob to pop
- Should be chastised for training other raids
- Should have 10 minutes to engage a mob from pop if they ARE sitting there "claiming" it while another guild is ready to go.

I'm sure I've missed some points in my opinion, but I think something along those lines would go a long way to removing some of the "I have this camp/mob and nothing can be done about it."

We can get more drastic with bending/removing rules, but I believe chaos isn't the answer. I never found it fun competition to be merrily clearing to or fighting a raid mob when suddenly some monk shows up with a train for your raid just because another guild wanted it.

That's not competition, that's just douchebaggery. And in the end, the competition is only between how big of a train can be pulled and how many CC-ers/tanks/clerics are at the raid.
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Branaddar - Barby Shaman
Talinor - High Elf Pally
Razormaw - Iksar Monkey-to-be


ex-Tholuxe Paells player

If I spent half as much time playing as forum-ing, I'd be 50 by now.
 


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