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Old 06-01-2003, 06:08 AM   #7 (permalink)
Nakilos
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Join Date: Jan 2003
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Sure, but that is really no different than any contested spawn in the game. Sometimes you win, sometimes you don't. Sometimes others win, you just have to plan ahead and work on fixing the problems the time you lost. Honestly, Coirnav is really easy once you get it down and becomes a big fat cash cow if you can farm it especially now with the coh enabling in Water you are in and out in 30 minutes tops basically, so I don't see the really compelling reason to lesson the respawn of the event. Faster respawn = more time people can spend pretty well any day there is a failure and learn the event much faster than the 3 day redo it normally would take. Due to how uncomplex the event is (because it is really easy once you figure it out) if Coirnav was on a say 4 or 8 hour timer, thats potentially 2-3 more tries in a day a guild could do, making an already easy event even easier to learn and complete. Generally 1 kill is about all you need to flag most guilds, beyond that is basically a loot farm.

While I would agree 4 guilds in the elementals isn't fun at all because realistically, everyone is getting a tiny piece of the pie, slowing everyone down in their progression, the issue isn't the spawn itself as it is failure to meet player needs - Everquest doesn't handle sharing spawns too well among high population servers (which is to say all of them), and it is only going to get worse from here on out. This expansion has changed the end game so much so it has never been like this on pretty well any server. I honestly can't think of any server which had 2+ guilds doing Vex Thal at the same time, or any end game content prior to that. Even with 4 planes + Time there simply isn't enough to go around for multiple guilds at the same time. What I expect in any further expansions is we'll have 3-4+ guilds on every server done with Time and therefore all funneled together to compete with each other for new content, where everyone will progress at roughly the same rate and players quit (those who still decide to play after this expansion I should say) after 3-4 months, tired of the endless competition. Some might find it enjoyable to compete for spawns, but the majority of players do not and would rather just kill shit rather than be forced to deal with player politics. The only viable solution is more servers with more splits - this is terrible for a brand new server to basically default all its high end content to 1 guild ad infinitum, but a necessary evil to keep the high end game from collapsing upon itself as the longest standing players just get tired of it. There used to be a standard progression - guilds who were first in Fear and Hate moved onward to Kunark content, did Venril and Trakanon and moved on to VP, while the next generation of guilds were doing old world content. Now there is mostly no reason to do any pre-Velious content at all, and even then the market for tradeable equipment which is comparable/better than Velious equipment has killed mostly any need to visit that expansion at all, in addition to AA's which increase player power drastically and anyone, regardless of type of equipment can get them in large quantities at a fairly fast rate. The destruction of linear progress through this game has killed the end game, and will only continue to drive it even further into the ground at this rate

I never really understood what the logic was, because somewhere, every night, someone logs into their guildchat to say "so what are we killing tonight" only to get the response "nothing, so and so killed it all already". It is almost like every server is PVP, just not in the absolutely literal sense.

Pardon the ramblings, just how I see things.
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