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View Poll Results: How should players compete for Raid Mobs?
The current system is great! QQ bitches 46 24.86%
Throw out variance and classicize this shit 51 27.57%
Spawn all raid targets simultaneously and FTE wins 40 21.62%
Spawn all raid targets simultaneously and disable /petition 25 13.51%
Mass PVP 49 26.49%
Guild leaders /random 100 to determine order 20 10.81%
Uthgaard gives everyone a Fungi Staff 57 30.81%
Multiple Choice Poll. Voters: 185. You may not vote on this poll

 
 
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Old 06-01-2011, 11:47 PM
Splorf22 Splorf22 is offline
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Join Date: Mar 2011
Posts: 3,237
Default How Should Players Compete For Raid Mobs

So I read about 5 pages of the raid target rotation thread before my eyes bled from all the repetitive comments. I'd like to bring up something in a fresh thread though, and that is: how should players compete for raid mobs? Everyone agrees that raid mobs should be reasonably scarce. No one wants to see a level 5 twink running around in a bone clasped girdle - difficulty is what made Everquest the addicting game it is. So the question is how do we decide who gets what?

Right now the main criteria are 'willing to be available 12+ hours per day to raid at the tweet of the guild leader' and 'joining a guild with enough such people that 35+ can be assembled at any time'. I see things like Dravingar saying 'People that only work 15 hours a week shouldn't expect the same rewards as people that work 50' and Shiftin saying he makes 49% of TR raids, which means that he is 'on call' for Everquest raids 85 hours per week.

Is this what the players and the devs want, or not?
 


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