#21
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Leave list in, up the drop rates, address certain issues like with the bead drops spanning the whole zone. It's a good system that just needs some fixes, not be scrapped entirely.
If you show up at the right era in history, invest some time, you deserve a shot at the item imo. | ||
#22
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Classic play nice policy (which did not exist until a year into the game's lifespan) dictated that everyone had to take turns, aka everyone "listed" gets to fight the NPC once when its their turn on the list. After killing the NPC or dying you drop to the bottom of the list, and leaving the zone for more than a few minutes (for a reason aside from dying) removes you from the list entirely.
That is preferable to what p99 implemented, but still dumb. Anything aside from a free-for-all goes against the nature of Everquest and how it's supposed to be an immersive fantasy world. You're not playing an MMORPG anymore if you have forced lists. Anything of that nature should be community-created. Players who don't want certain parts of the community angry at them can choose not to compete, while those who do wish to compete are allowed, at the risk of being blacklisted by certain other players. Camps should not be so static to begin with. The designers said they never intended and did not like people sitting in front of a single NPC all day long. If they had the time to re-code the game to be more dynamic, they would have. NPC's should spawn in different places and in different amounts. Loot tables should fluctuate. Quote:
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Traditionally it's just DPS deciding loot rights, but that can be modified to also include aggro generated into the equation. Let the Clerics cast stuns during high priority fights to contribute, Taunt adds something, debuffs add something, melee can pop a discipline, etc.
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#23
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But if anyone is curious about the earlier part of Zura's post, you can find it on the wiki: https://wiki.project1999.com/Kunark_...awn_Complaints (there's also a separate "Velious Era" version). Quote:
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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. | ||||
#25
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#26
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My only problem with this is that different classes can solo different content at different levels (duh). From my experience on Live I could join a group as a cleric and get an equal roll on an item without being able to solo kill level appropriate nameds. | |||
#27
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Failing an afk check after 56 hours, at #1, while at my computer, with fraps on, while chatting in group and voice.
System is aids, driving you to the edge of whats healthy and beyond. Did maybe 500hrs of /list combined soloing, and assisting/getting assistance from others for all the usual camps. Absolutely unhealthy nonsense. | ||
#28
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As others have mentioned, the list system was about as successful as it could be. It prevented one guild from monopolizing the camps to a significant extent, and everything that made them tedious and awful was also the reason they worked. If you showed up to a camp and there were 15 people on list, that didn't mean you had to wait for 15 drops, you just had to get on the list and wait as people inevitably dropped off early.
Was it miserable? Yes. But I still got two guises and two rubi bps that I almost certainly wouldn't have without /list existing. And it still felt significant and like a real accomplishment. Upping the drop rates or making afk checks less frequent would just be making it a guaranteed loot giveaway, and the reward would feel cheap. Accomplishments not feeling cheap and easy is a fundamental appeal of classic EQ. I think the notion that they're unhealthy is kind of misguided. Playing this game at all is unhealthy. There's not much difference between lacking the discipline to not sit on the manastone list for 24hrs straight and lacking the discipline to not just play the game in any other way for 24hrs straight. People sacrifice their health to play this game and a myriad of other games all the time, /list or not. | ||
Last edited by Ooloo; 10-18-2022 at 10:44 AM..
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#29
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#30
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A simple example: per the Play Nice Policies a soloer can hold one camp. A group of six players can hold ... one camp. Clearly, these rules encourage soloing over grouping (six soloers can hold six camps, a group can only hold one). But unfortunately, I don't see a way around it. Supporting groups better (whether for normal camp disputes or auto-GMed /list camps) would seem to add too much complication for our all-volunteer staff.
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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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