#11
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Or you could just give kill credit to everyone who engaged in the raid, move items off loot tables, and give points for killing the NPC instead of loot. Spend the points on the items you want from raid targets. Each raid target will give cumulative points.
To further this idea, make points assigned at random to different players who are hated by the NPC Plenty of MMOs are doing this to promote community and I don't see why it wouldn't work in an open world non-instanced MMO. Oh wait, this is classic EQ, it's supposed to have these inherit drama issues and be unresolvable.
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Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | ||
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#12
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It makes more sense but will never work here.
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#13
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Idk, they had the point system in wow, and coming from a hardcore end game raiding guild, I hated the justice/valor system. But, it did open up more chance for loot in the end, instead of spending countless hours for only 2-3 pieces of loot. If EQ was actually instanced, it would fix all these problems.
But that just wasnt classic EQ. Maybe if the game was "phased" so when a guild took down a boss, anybody that had a hand in the raid would be "Saved" to that boss kill for a day or two, and the boss would respawn say 10 minutes later, but anybody that had a hand in the raid couldnt interact with the boss, and the boss wouldnt aggro the raid. I know this is suppose to be as close to classic as possible, and that is what I am looking forward to playing, just throwing some ideas out there, in spirit of the thread :P
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Its all fun and games until somebody loses an eye, then its just a game, FIND THE EYE! | ||
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#15
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Quote:
/gasp![You must be logged in to view images. Log in or Register.] You shut your mouth! [You must be logged in to view images. Log in or Register.]
__________________
Its all fun and games until somebody loses an eye, then its just a game, FIND THE EYE! | |||
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#16
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Quote:
Thought after couple months of grinding points in the same 4 dungeons over and over started to get on nerves... The only other thing that will heavily reduce raid drama is a LOT more raids targets (like PoP era a lot). Which is of course non classic [You must be logged in to view images. Log in or Register.] | |||
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#17
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Roll on red or continue to wait in line.
Problem? | ||
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#18
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Instanced raids and lockout timers, IMO, are the 2 best raid level implementations in the history of EQ.
That said, like it or not, they are not even close to "classic". | ||
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#19
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Well for the peoples saying these ideas are not classic, the community of p99 is not classic aswell, we didn't have guilds logging on at anytime of the day or guilds using batphones or vent... peoples used to negociate rotations often at their disavantage just to have a relaxing and fun game experience.
Also the vast majority of the playerbase was a lot more undergeared than here because expacs were coming live faster, so we didn't farm the same crap for months to get the top of the top gear, wich ment more wipes and longer raids in the end. | ||
Last edited by bylbob; 04-01-2012 at 08:39 AM..
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#20
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Quote:
1) Reward skill over time commitment - rewarding guilds with more loot that use the least numbers and engage the hardest version of targets. 2) Increase the challenge factor to trivialized content. 3) Open up the arena for more guilds to compete by remove some emphasis from mobilization (which let's be honest is the biggest barrier to entry due to not everybody playing 24 hours a day or being able to answer a batphone at all hours of the day/night) The fundamental problem you're hitting on is part of a much larger problem with P1999 and the so called "Classic" experience and that is we aren't in the years 1999-2000. We have wikis and allakhazam and countless forums to tell us everything about the game. We "know" about hybrid penalities and how to maximize experience gain. Quests and most particular Epics have been reduced to following instructions. Heck even though maps are disabled we still have maps for every zone if we get lost. It's sad, however, that the main reason none of these raid-fixing features, however well they may fix end-game raiding, will never be implemented is because P1999's goal is to recreate classic mechanics and not the experience, which is are two different animals altogether. Until server devs wake up and acknowledge that P1999 is far from Classic and tweaking the game with non-classic mechanics will actually increase the classic feel then week after week we'll continue to see the same messed up raiding scene. Hopefully the few new tweaked classic servers that will be rolling out this year will provide some competition for P1999. | |||
Last edited by username1337; 04-01-2012 at 10:32 AM..
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