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#1
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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.
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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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#2
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#3
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The part I don't like about permanent lockouts is that it's not very EverQuesty. In any system the staff comes up with, if the item isn't no drop I don't think it's a bad thing to have people farming it and selling it. Ultimately any system is going to require large amounts of time sunk to "win" an item. Not everyone will want to do that, and I don't see anything wrong (or out of character for EQ) in letting player A farm plat, character B farm a legacy item, and then those two players exchange their goods. Permanent lockout prevents that, and makes it much harder for people who'd rather farm plat to ever see a legacy item. But for no drop legacy items? There is no reason for anyone to ever farm two, at least if they're lore (and I think they all are?), so it doesn't even require a lockout, because who is going to waste hours camping an item they already have, and can't use a second copy of?
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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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#4
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#5
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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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#6
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#7
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I agree that Everquestiness shall be respected. Permanent lockout (even though I wouldn't mind personally), isn't right. Droppable or nodrop. The lockout can be randomish though, just like it was for phase 1.
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#8
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I think you should only be allowed to be on the list for 12 hours total. Anything beyond that is encouraging unhealthy behavior, as well as account sharing.
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#9
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This whole thing seems like some sort of psychological torture for people who are very invested, with the fear of missing out on the items, I think the whole thing is very unhealthy and rather unethical if people are spending DAYS at the keyboard to hit afk checks while they wait for their chance to wait for an item. I've no investment in any of these items, but I wish there was a better solution.. I feel sad for the people who are spending days camping these items, having a way to limit the time invested would be ideal but a hard time cutoff seems rough, unless each spawn that didn't contain the item dropped like a fragment of the item, so you could spend 10 hours at a camp, and come away with 1/5th of the item or whatever it works out to be. But anyway, not classic, so enjoy your fungi staff camp experience!
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#10
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Any such "randomness, not staring at your screen endlessly" system would address all the concerns you listed and more.
__________________
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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