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Old 05-07-2008, 11:09 AM  
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Default Re: Contested... Skill Vs Playtimes

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Originally Posted by Widem View Post
Which is only b/c SOE fucked this content. We still have broken avatars and we are months into the expansion. We have broken gear, we have broken mechanics. People at that area of play were sick of forcing themselves through shit for 5 months and quit, id expect nothing less.
I don't disagree - although only semi-hard core I experienced the same broken content and garbage VP loot followed by easy mode SoH stuff too. The fact remains that with a shrinking player base, especially the more dedicated and skilled raiders, there's less incentive for the production of new contested content.

Who knows, maybe it's deliberate - create broken contested mobs with crap loot and contested raiders leave the game. Enough leave, you don't have to make contested any more. Voila, more resources to throw at the casual game. I love a good conspiracy theory
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Old 05-07-2008, 11:20 AM  
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Default Re: Contested... Skill Vs Playtimes

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This is not about getting rid of contested. It's about making them a contest based on the skill of your raid force not your ability to log in early.
Half of it would be skill, half of it would be what guild zoned in at the right time and got little to no lag (assuming both guilds are equal obviously).

I don't like the idea personally. It's not a bad one, but it'd basically amount to the exact same as what we have now. Widem described it best - guild #1 wins 3 weeks in a row and everyone else stops showing up because they know they've already lost.
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Old 05-07-2008, 11:22 AM  
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Default Re: Contested... Skill Vs Playtimes

I guess the whole 'competition' idea is just a bad one then....


.....I'll go back to my hole....
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Old 05-07-2008, 11:31 AM  
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Default Re: Contested... Skill Vs Playtimes

If T-Rex, Sev, and the Dominus where all half way between their currently difficulty and say Tangrin difficulty with loot on par with VP loot you would see competition. The problem is making mobs difficult enough to justify decent loot. There is still going to come a time when the top guild doesn't care about them, but that time will be a lot longer than now. I also guarantee that occasionally some of these mobs get lost.

Gungo is completely right in what he said. Avatars need to be on separate spawn timers (though I would go 14-18 day) with 1 drop + chance at specific. There then needs to be another tier of contesteds of Nexona/Druushk difficulty that has roughly 15 mobs on separate timers, then another tier of contested that is of Overking/Venril difficulty that has say 7 mobs. I guarantee you get more people at those mobs, no one locks down everything, and the top guilds will not always farm the lower stuff but someone else will.
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Old 05-07-2008, 11:39 AM  
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Default Re: Contested... Skill Vs Playtimes

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Any thoughts?
The only thought that came into my head is ... lol ...
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Old 05-07-2008, 11:41 AM  
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Default Re: Contested... Skill Vs Playtimes

yeah, we need more instanced content!!!111! OR we need a better game where people give a shit about what's going on on their servers.
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Old 05-07-2008, 11:46 AM  
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Default Re: Contested... Skill Vs Playtimes

There won't ever be such a thing as a "fair competition" where it all comes down to skills due to the amount of time people have available to put into the game, time zones and so on and so forth...

Spamming out 150 contested won't help it either. How could you even consider it a competition when all guilds are killing different targets each day...

Instanced mobs that will depop when another guild kills it... Well, not much that would change if you would apply a lag free environment to regular contested where you also add in stuff as a great show to non-raiders and the pure tactical deal of it all... You pull the mob and just as well as you get the chance of killing it that pull, the rivals will learn from your mistakes or successful strats such as pullspots, snagging timers and all that crap.

Merge the players IRL instead, move them to the same time zone, give them the same family situation, job situation and so on... Then we can start talking about how to make a perfect contested scene.
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Old 05-07-2008, 11:49 AM  
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Default Re: Contested... Skill Vs Playtimes

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Spamming out 150 contested won't help it either. How could you even consider it a competition when all guilds are killing different targets each day...
Actually it does. It forces you to make a choice knowing that whatever you choose you could possibly lose other mobs. It is a race to see who can kill what the fastest so they can get somewhere else. It is a fight of knowing what is out there, who is out there, and where you need to go next to get the most accomplished. It also accomplishes the primary goal of giving others a chance to see and even kill this mobs.
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Old 05-07-2008, 12:22 PM  
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Default Re: Contested... Skill Vs Playtimes

ill prolly be flamed for this but my 2cp worth - you folks want competition and the adrenaline rush, then take all the contested killing guilds, divide them equally , and put them together on 2 servers....wait....my guild is getting cock blocked on this server ... lets transfer to xserver , theres no one killing contested there. lets fucking be real, its not about competition really, its all about the e-peen, if competition was the driving force behind contested then the hardcore guilds would never transfer to a server that has *gasp* no competition. they would look for a place that has competition to steal timers and take a contested out from under them. what we have in eq2 is one guild per server doing contested. i mean where is the rush,excitement of logging in , Avatar of whatever is up and has been up for a few hours, running over and no else is there?
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Old 05-07-2008, 12:32 PM  
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Default Re: Contested... Skill Vs Playtimes

sitting here thinking a bit more on this, I think it would totally fucking rock to have multiple avatar capable guilds on a server, nothing more satisfying than pulling and killing a mob over the corpses of your rival cuz they wiped and you pulled on reset.
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