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| View Poll Results: How do you feel about the current Scout setup? | |||
| Keep it as-is, because a random amongst 40 people in perpetuity is fun. |
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166 | 77.93% |
| This compromise sounds like an acceptable melding of opinions. |
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13 | 6.10% |
| The current setup sucks, but I want something different outlined below. |
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34 | 15.96% |
| Voters: 213. You may not vote on this poll | |||
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Thread Tools | Display Modes |
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#18
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FTE was classic.
It was actually just about the only rule involving mob ownership. It wasn't called FTE at the time but generally whoever tagged a mob first owns that mob including where that mob goes such as training / griefing. What's not classic is having only one engagement per guild at any given time, camping and the zone line races. Camping was a player created concept that was never upheld by GMs on live and the other rules are obviously put in place to make a single server option more bearable since a single zerg guild would otherwise dominate. To my knowledge, none of these were player made agreements. They're Dev enforced rules that are not classic. There are many coded examples that are not classic either. One in particular that has been address before yet I still find somewhat potent is the Endurance stat not working. Either way non-classic changes both rules and code are made for a better overall experience and scout is something more than half the server likely takes part in. I don't agree with OP's solutions. I feel a simple level cap should be coded so scout Ignores players not of that level. Planar zones work this way and most Guild raids work this way. Creating a level cap will lower the number of people who roll on Scout naturally by weeding out players who are not actually invested in the characters they're rolling with. | ||
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Last edited by Xzorn; 09-26-2018 at 03:12 PM..
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