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Mendel said:Loot timers simply don't work. They've been in games seemingly forever. The Ghoulbane camp in Upper Guk in EQ1 was one of those. Almost every paladin wanted that sword. It was pretty low level, around 15-20, but was a stepping stone for further paladin swords. Even a randomized timer didn't prevent groups or even individuals from controlling that camp. It seemed that camp caused a lot of the 'bad behavior' in the early game.MadFrenchie said:Loot timers are used to solve that problem, too, but I just don't think it's the perfect solution. Besides, it also leads some folks to accuse the developer of artificially throttling g progression to milk their wallets, despite the original intention.Mendel said:Modern games call these mechanisms 'instances'. They work exceptionally well to give every player a fair chance at special loot, flags, etc, even at obscure times of the day or night. They even manage to tick one of my personal goals, using the computer to solve a problem. I would prefer minimal instances, but can accept them where they serve a purpose or solve a player's problem. Balancing the server work-load isn't a player problem; that's the issue that instances most often address.cheyane said:<snip>
So I want mechanisms in place that will force players to leave after a certain time to allow others in.
'Instances' seems to be a dirty word around Pantheon supporters, though.
I would personally prefer a system where drops weren't by chance and were tailored to each individual. A set drop would be scattered across multiple wings of a raid that weren't necessarily done all at once, but I pieces. Maybe with smaller group quests that lead up to the raid encounter for each piece. But those pieces would drop based solely on your success in taking down the boss at the end of the quest chain, not by farming it over and over for a chance.
'Success on taking down a boss..., not farming it...". This has always been an option. But how many people left the Ghoulbane or JBoots camps if the item didn't drop? They camped it. That even satisfies your 'end of the quest chain' condition, just consider the surrounding mobs as a 'quest'. Trying to change this behavior is trying to change human nature. Instances at least provide a mechanism to minimize 'bad behavior', accommodating each players 'wants' in a form that doesn't infringe on another's space.
Brunlin said:Actually the progression servers are doing good in EQ, each one get more popular and poular as they are released. The earlier ones do lose people but they lose them to the newer ones. Agnaar is doing well right now but we are only in the Velious expansion atm. Most of these servers loose a good bit of peeps after Gates of Discord. Agnarr will never go beyond LDON.Daranar said:WoW Classic and what pantheon will be are two completely different beasts. Furthermore WoW classic will be nothing more than a brief nostalgia trip for people. It's just like progression servers on EQ, the first was full and quickly flat lined and each subsequent progression server they launch is less and less populated. Probably for a couple of reasons including EQ progression servers, just like WoW Classic likely will be a far cry from the true original game because of all the changes to the core code and because P99 is a more authentic experience.
But I digress. By the time Pantheon comes out, WoW Classic will be a shell of launch consisting mostly of hardcore WoWers who would be playing private servers if they didn't launch this money grab.
As for WOW classic I dont think it will be a progression server, and unlike EQ it will be seperate from the live servers...meaning that current way the game runs will not dictate the older version. I think WOW Classic will have lots of peeps for a long time.
MMOS are to easy these days and there is a desire for a harder game. In EQ on the progression servers, we do get people that have never played EQ and they love it and stay.
Raquis said:more people will play the game if they take away the subscription but they don't care they know there is enough people paying the subscription every month and buying the expansions every year to keep them making money so they will not change it.