![]() |
#21
|
||||
|
![]() Quote:
Instead its just "oooo drama", then complain about the behavior of the raid guilds when they get down and dirty and try to win the silly no-life raid scene you guys have created. | |||
|
#22
|
||||
|
![]() Quote:
| |||
|
#23
|
|||
|
![]() We always used a raid calander on Brell, idk why it has not been tried here.
| ||
|
#24
|
|||
|
![]() Create more raids, problem solved. Oh but wait, thats carebear right? That's not CLASSIC EQ LOL RIGHT? This isn't WoW right? Well ok then [You must be logged in to view images. Log in or Register.]
Also, increasing difficulty may just lead to the exact same situations of 200 people showing up and bumrushing a lvl 75 mob with 200k hp then letting a GM sort it out, instead of waiting for the difficulty of the mob to decrease. Thats why mobs were given abilities like ae fear, and ae dd's, etc., to gauge balance and player skill rather than simply upping silly numbers like lvl and hp, because you inevitably run into a high enough lvl target where no spells can hit, melee can't hit, and the shit will straight up wreck everyone no matter their gear, level, or skill. While a minor increase in difficulty in this simple manner may be worthy, there HAS to be a limit. We can throw lvl 90 mobs in here with 500k hp that quad for 1k, but if no one ever can kill it then there's no point and it doesnt help anyone. Then if the 200 player bumrush cant even kill it, what happens? the same people camp it until difficulty decreases, or they keep trying putting in many useless attempts in order to gauge the difficulty as it decreases over time. Add an engagement time limit? That does nothing, then you have the 200 player poopsock bumrush waiting for the other guild to go, or coordinating and splitting loot. If you up the difficulty, you MUST increase the loot power or amount of loot, its just plain practical and sensible. So while I and everyone else may think this is a good idea from its face, when you dig deeper its simply illogical and would only serve to create a whole new set of problems, which should not be the goal will this sort of 'solution'.
__________________
"well, shit son." - ZITHAX ![]() | ||
Last edited by Zithax; 04-02-2012 at 12:40 PM..
|
|
#25
|
|||
|
![]() Y'see, unless the devs decide to break the classic setup of the server (though I agree they need to stop with the variance spawn timers and just make random world resets to disrupt the timers) all player made suggestions revolve around TMO being charitable. And last I checked TMO didn't appear to be a Non-profit care bear raiding organization. They want loot, more than they want to give you loot. End of story.
__________________
That which does not kill me, should run.
Sylexis Vhaerun - 60 Dark Elf Warrior Silvereyes Niteprowler - 55 Half Elf Druid <Divinity> | ||
|
#26
|
|||
|
![]() I honestly cannot say that TMO is about loot. Not that I do know what they are about, but as an outsider (more accurately, a VD outsider), I get the sense they are about "bragging rights". But they want these bragging rights in a PVE game. It feels like they are trying to win at DOTA without the ability to kill the other team's characters: You've still technically won the objective, but you've missed the entire point of the game getting there.
Now I'm sure to get flamed for stating "they miss the point of the game," but in a PVE environment, the point of the game is to see the content, kill the content, and from those deaths loot equipment that makes yourself better so you can see more content, thus repeating the cycle in a ladder-type fashion. The two problems with this PVE environment is that the content is not being developed as fast as its being consumed, so the ladder philosophy stagnates, and that without instancing, advancement up the ladder system can be blocked by competition. There is a reason instancing was introduced on pretty much every MMO after EQ, it was to alleviate the 2nd point outlined above. The method proposed by the OP addresses the 1st point outlined above.
__________________
| ||
|
#27
|
|||
|
![]() While a valiant effort to fix this broken raid scene, I believe that your previous idea of simulated patch days and and server crash was a much more elegant and close to classic fix, not to mention a lot easier to implement for our overworked devs. I'd much rather that they code in two simple timers and go back to spending their spare time on releasing Velious for the whole server than them trying to code and balance an new untested method that ultimately would only benefit the raiding scene.
Speaking of which, if I recall correctly, Nilbog did seem to show some interest in the idea, so not all hope is lost. Was there any other talk of it? | ||
|
#28
|
|||
|
![]() nt
| ||
Last edited by happyhappy; 04-02-2012 at 01:47 PM..
Reason: no longer relevant!
|
|
#29
|
|||
|
![]() Instanced raid zones with lockout timers, that would be amazing in classic EQ! Personally what I didn't like about the expansions after the trilogy was instant teleporation, expansions that felt out of place with classic (cats on a moon, mix-matched graphics, giant gathering spot for everyone (POK).
I wouldn't mind seeing EQ classic 2.0 later. I think it would be cool after this server stops at Velious, the devs could start making customizations that do not kill the classic feel. Maybe a auctioneer system (npc in tunnel you can interact with like WoW's auctioneer system ... admit it .. it was a good system!) Custom AAs, rest XP, instanced raid mobs with lockout timers, faster mana regen / health regen out of combat. They can use the empty PvP server to start out the trilogy again without customizations. [You must be logged in to view images. Log in or Register.] | ||
|
#30
|
|||
|
![]() Does this server do weekly resets?
I remember the great thing about live was a weekly reset for their hardware maintenance. It was early in the week like Mon or Tues, the game always reset and all the raid mobs would spawn at once. A lot of times more than once a week whenever they discovered a new exploit and had to put in an emergency patch. Does P1999 do regular weekly resets? Putting all the raid mobs up at once at least once a week would give a lot more guilds a chance at spawns, instead of one guild perpetually spacing out the respawns to their liking. | ||
|
![]() |
|
|