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  #21  
Old 09-08-2013, 02:27 AM
Ahldagor Ahldagor is offline
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Quote:
Originally Posted by porigromus [You must be logged in to view images. Log in or Register.]
I propose:

1. Each raid mob is in a "enraged" state, the damage would instantly kill anyone without a special item to remove it.

2. Each item that removes the enraged state for each raid mob has a percentage chance to randomly drop from any mob on the server once the raid mob spawns.

3. After the item drops for someone on the server. It will not drop again during the current spawn cycle unless it is unused within 24hrs after being dropped. If unused within 24 hours, the item will disappear.

4. If used, it will be available once again next spawn cycle. The enraged state will be removed. This guild will now have a chance to kill the raid mob. If the guild wipes, another force may now go for the mob if they have a force ready. At this point the mob will not enrage again, the current raid rules apply (FTE, etc).

5. The item can be traded to other users. This gives the ordinary guy a way to make some plat.

There you have it, a fixed system. Anyone, I mean anyone can have a "key" to unlocking a raid target. If someone isn't guilded, they can use it to obtain plat or items they want by selling or trading it. If a guild member with a raid force finds it, then they get a shot at a raid target.

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  #22  
Old 09-08-2013, 02:33 AM
JayN JayN is offline
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  #23  
Old 09-08-2013, 02:42 AM
Sadre Spinegnawer Sadre Spinegnawer is offline
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I suggest the devs turn TMO into something akin to a public utility. Regulate it, and allow everyone on the server to join. Then a rigorous DKP system can be implemented + a "no alts" policy for loot ranking.

This would eliminate server drama since everyone is in the same guild, and with strict policies on loot eligibility meaning everyone eventually gets stuff on their main, everyone is happy.

You're welcome.
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  #24  
Old 09-08-2013, 02:46 AM
JayN JayN is offline
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Quote:
Originally Posted by Sadre Spinegnawer [You must be logged in to view images. Log in or Register.]
I suggest the devs turn TMO into something akin to a public utility. Regulate it, and allow everyone on the server to join. Then a rigorous DKP system can be implemented + a "no alts" policy for loot ranking.

This would eliminate server drama since everyone is in the same guild, and with strict policies on loot eligibility meaning everyone eventually gets stuff on their main, everyone is happy.

You're welcome.
Then everyone's happy, your welcome

What the shit lmfao
  #25  
Old 09-08-2013, 02:49 AM
quido quido is offline
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item based rotation?
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  #26  
Old 09-08-2013, 03:13 AM
Tasslehofp99 Tasslehofp99 is offline
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Just need to remove variance, remove training in VP, and enforce the.rules already in place consistently and fairly.

There, raiding scene fixxed.
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  #27  
Old 09-08-2013, 03:19 AM
Cecily Cecily is online now
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Or we could have every raid mob "locked" like it enrage death touches you until you find these items that are all over the world. And you give them to the boss and he's like well done you may kill me now. Raid scene fixed.
  #28  
Old 09-08-2013, 03:20 AM
JayN JayN is offline
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please just give hoff a robe of the spring so he can quit and r*T, like the rest of his buddies
  #29  
Old 09-08-2013, 03:20 AM
Morgander Morgander is offline
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Quote:
Originally Posted by Pringles [You must be logged in to view images. Log in or Register.]
Fix implies its broken. This is exactly how it was on live. Want a mob? Camp it, kill it, mobilize for it first.
Mechanically, Everquest was created two-fold: The initial mechanical intention was to give a slew of tools to players, coupled with content in which to utilize those tools. The second was to understand how players would come together creatively to utilize their single most important tool: each other.

To cooperate.

You're absolutely right. Everquest was mechanically created for an environment that, using the potential for just what you've dictated, entices a slew of communal fighting in order to step on each other in an effort to becoming the "best".

OR

Everquest was mechanically created for an environment that, using the potential for players to band together and assist one another, share and benefit each other, and overall band together in communities to do great and wonderful things.

Kinda like the nations of the world who've done the same.

The Everquest you speak of is to the world more akin to the ravaging gangs and warlords of Africa than the socialistic, benevolent, free-thinking top world countries like Sweden.

Hell, even the U.S. doesn't work this way. There's such a thing as competition, but there are rules to make sure that the most powerful can't just out right ruin all the other competition.

They have no rules like that in the aforementioned regions of Africa where gang and warlord violence rape, pillage, and murder on a daily basis.

This thought of "kill or be killed", is such an archaic, simple-minded idea propagated only by those who do not care about anyone other than their own tribe.

We had this already. It was called the dark ages. It's 2013 now. Time to be good little boys and girls and work together for a better Everquest (world).

Yup.
  #30  
Old 09-08-2013, 03:21 AM
b00ls b00ls is offline
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Or we could all just play EverQuest and quit bitching 24/7 about other guilds and "the system is flawed." Raid scene fixed.
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