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Old 06-12-2007, 09:32 AM  
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Default Re: RoK -- contested system

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Originally Posted by arieste View Post
I might be a noob, but I think what's needed to improve contested is actual competition.
A "contest" implies that there are people competing, not that whoever showed up first wins by default.

So I kinda like the idea of 4 raid groups minimum. Only not spawning something together. But rather participating in a contest. It would work like this: There is some sort of sign-up for guilds or raid groups. Once 4 different raids sign up, there is a competition. Something specifically designed to test each raid. So it might be a dummy mob and whoever gets highest DPS over 15 minutes wins. Something like that (though not that exacly, maybe each raid is ranked on a combination of stats, like a sporting event). The "winning" raid gets a key to an instance with a mob (like an avatar). The key is temporary for 24 hours. If the mob is killed within 24 hours, a new contest is up. If a mob is not killed, the key goes to the 2nd place raid for 24 hours. You could also have contests with only 2 raids or 3 raids. Maybe you even get access to the same mob with different loot table. Beating one other raid in the contest gives you basic loot table, while beating out 3 raids for access gives you best.

So in the end the point is this: if there is no contest, there is no contested. Because winning loot from a contested mob should involve a contest, otherwise you are just getting loot for showing up, which is no different from it being a regular instance.
No. Because if my play is limited by what other guilds are doing, the game becomes a piece of shit. I'm not interested in working together with competition just to be able to access raid content. I'm interested in working with my guildmates to do it.
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Old 06-12-2007, 09:54 AM  
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Default Re: RoK -- contested system

this hole idea of haveing mult-guilds working together sing we are the world shit has no place here

if there is only one or two dommanet guilds on the server why in the fuck would i want to raid with 2 or 3 noob guilds that cant do shit?

fuck that bullshit...only thing i ask is make it worth something like in t5 it was worth getting two group together to kill nub, or that ball thing in lavastorm (i cant remember the name) they droped some bad ass gear for back in the day.
give us 5 or 6 instence(make it eq1 type shit were your spending all night in one raid zone its so fucking retared if we dont spread raid content out over the week we basicly have nothing to do for 4 or 5days.)
6-10 x4
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Old 06-16-2007, 05:52 AM  
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Default Re: RoK -- contested system

Id like to see 4 instances, where instance 1,2,3 end boss mob needs to be killed in order to access instance 4. Involving some quest line.

This will place a gap between the better guilds and the casual ones.

Also id like to see 4/5 contested that involve clearing a small zone in order to get to, kinda like ToS but with a kick ass epic at the end.

Shouldnt take more then say 1 hour to clear to contested, but just enough that monoplising all the spawns would be harder.

Then add in 1/2 dozen roaming contested.

Also id like avators to have there own separate spawns, but not on timers, a Avator should spawn when a certain amount of items has been scarificed. Make this a huge amount.

This means that no one guild have own all the spawns, since in theory any number could be up at once.

Also a huge contested zone like eq1 plane of fear/hate etc etc, where possibiliy 2/3 guilds could be in at once attempting named.

Zekan.

PS sorry for any typos/grammar rushing this at work without getting caught using internet. :-)
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Old 06-16-2007, 06:14 AM  
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Default Re: RoK -- contested system

i think it would be interesting to make new mobs that take even more people (deal with the lag babies) but the fights would be all the more epic if it took 50 people or so to kill it, as it did in eq1... not just hop on smack the contested and be done with it...
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Old 06-16-2007, 08:38 AM  
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Default Re: RoK -- contested system

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Originally Posted by Zekan View Post
Id like to see 4 instances, where instance 1,2,3 end boss mob needs to be killed in order to access instance 4. Involving some quest line.

This will place a gap between the better guilds and the casual ones.


They did that, its called deathtoll, they only time it slowed people down was when gore/tal were contested. After it was made instanced everyone and thier mom had access.

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Originally Posted by Zekan View Post
Then add in 1/2 dozen roaming contested.
Do you understand how much roaming epics suck? I mean it fucking takes longer for the unicorn or gardner to roam to your pull spot then it does to kill the fuckers.


Quote:
Originally Posted by Zekan View Post
Also id like avators to have there own separate spawns, but not on timers, a Avator should spawn when a certain amount of items has been scarificed. Make this a huge amount.

This means that no one guild have own all the spawns, since in theory any number could be up at once.
You realise that all of the guild that have avatars on lock downs are generally the richest guilds on the server too. I can see it now... hey i dont wanna do FTH today lets go sac shit till we make an avatar pop and it wont even dent my plat. This also wouldnt stop people from locking them down, it would just create a case of the rich get richer.


TBH it doesnt even seem like you raid because all of your ideas are just time sinks, and its sad when the challenge to content is how long it takes.
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Old 06-16-2007, 08:51 AM  
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Default Re: RoK -- contested system

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Originally Posted by Choadley View Post
No. Because if my play is limited by what other guilds are doing, the game becomes a piece of shit. I'm not interested in working together with competition just to be able to access raid content. I'm interested in working with my guildmates to do it.
Sorry, but that is the whole point of contest, is to compete against other people.

If you just want to compete by yourself, that is what instances are for.

The way the contested are set up now, there is no competition, there is one guild showing up and killing something. So either stick that into an instance where everyone can have fun with it or make a system where a guild cant kill a contested unless they actually beat other guilds for the right.

What we have now is Campetition, not Competition.
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Old 06-16-2007, 10:07 AM  
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Default Re: RoK -- contested system

All I can say is bring it. Whatever comes to the game is whatever I'm going to be apart of.
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Old 06-17-2007, 06:12 AM  
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Default Re: RoK -- contested system

In reply to skel,

Rather then having 1 member able to zone the whole raid in, everyone would need access, this would surely separate the big and smaller guilds.

Roaming Epics could be in older zones, where the content isnt aggro just makes spotting them harder, unlike at the moment where, when i run from freeport to the spires i see about 10 toons sat there watching for Avator spawn.

With avators on separate spawns you would still add a min timer on them.

Yes i do raid, 4 times a week only avators and Woushi to kill.

Everquest is a time sink, always had been a timesink and will always be a timesink, id just rather have timesinks that benefit people who put in the work are instantly recognised above the people who dont.

Seeing people in guilds who can just about kill 2 names in FTH and MIS but got lucky with loot drops having more class armour then people in guilds who have had these zones on farm status for months sucks.

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Old 06-17-2007, 07:05 AM  
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Default Re: RoK -- contested system

It was mentioned for AOC about adding contested content and one thing I thought was a decent idea was instead of having 1 spawn location have multiple. It would kind of bring an element of surprise and add some time to actually find it. It would be fun to have a mob like that pesky mangler roaming around because you all know how much more enjoyable it was killing him after he wiped several of your grps just running around questing. I don't think it would work with most current contested but maybe something to think about for ROK.
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Old 06-17-2007, 01:30 PM  
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Default Re: RoK -- contested system

I would be happy if they were just harder > )
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