Thi wrote:Folder wrote:JadeFalcon wrote:And now, for something completely different.
Two rules:
- After the Crimson Dragon dies, the square in it is "locked" for 30 or more seconds. No one can enter it, or leave it.
- The Crimson item ALWAYS drops from inventory
Meaning that if someone did drop steal, he would still have to fight the other people on the square to get out.
This should be easy for NH to implement.
For example, in the situation of 10 Defiance and 1 Silh fighting the Dragon:
- Defiance makes lots of damage, but either the Silh guy gets the KS, or outright dropsteals the item
- The 10 Defiance now have the option to murder the Silh guy. The Silh guy cannot flee. He also cannot get help. If he D/C, he will still die.
I think this is a very simple mechanic that stops:
- "unfair" dropstealing by someone that just macro's stuff and runs away
- "lucky" shots, where you arrive and take the last shot, and think stuff is yours: Well, if you are alone, it is. If you aren't.. have a "discussion" with the rest of the folks with you, at the square
Edit: "he will still die"
I like this.
I second dis.
I think this suggestion has the appearance of being a solution, but is actually counterproductive in the long run because it doesnt solve the root problem (ie that there is only a single benefit/drop that cant be shared out amongst many). Sure it helps people fight it out for that one item and potentially then the more 'deserving' player or guild may eventually get the item... but then the remaining people who participated but didnt get the item dont feel fulfilled at all (eg winning team gets 100% benefit, losing team/teams get 0% benefit)... eventually if you cant win and keep getting 0% benefit then this would still lead to people discouragement-quitting or rage-quitting and pretty soon you have a one guild game (which is totally intimidating to newbies and therefore not really going to grow)... and pretty soon it is a stagnant playerbase with no competition (ie a dead game or at least one heading there quickly)
Basically i dont think its in anyone's interests to see it head there. You need at least some competition from non-dominating guilds/players to keep things interesting (eg its important to keep at least the Def/Sihlo rivalry and encourage more 3rd/4th party guilds to enter into competitiveness).... otherwise say if all the Def players and/or players from other guilds get discouraged and quit... then newbies (or others who trickle back to check out EO due to RoK nostalgia) will quickly realize that the majority of the community are inactive lvl 25s who have come and gone before them and also realize that /gtop pretty much shows like 1 active guild with all the players in it... would that motivate you to start playing? perhaps some might... but most have changed circumstances from Rok 10-15yrs ago now... old Rok players may try EO for nostalgia sake but they also probably now have restricted time investment due to having families, jobs, many alternative forms of entertainment that provide easier gratification etc .. and as for new players ... well GMUDs arent the 'cutting edge' of gaming like they were when Rok first came out... without nostalgia to carry them, if they dont find some kind of fulfilment/competitiveness early on in their experience then they are never going to bother staying around to grind to 25 and enjoy the fullness of the game... In short it would be a sad and boring end if the game became too uncompetitive that people stop playing (kinda like watching a professional team having no opponent to compete with in a sporting match and then playing against any amateurs and children they can find - i mean who seriously wants that?)
I'm not asking for a level playing field. I am saying EO needs a
more level playing field and a system (for worldbosses and even other content) that supports that -->
because i think EO's greatest need right now isnt new content or whatnot... its retaining/attracting/motivating players to keep playing! Otherwise once the playing field gets too uncompetitive (which leads to inevitable discouragement-quitting from existing players or <lvl25 newbies)... it will be very hard to undo. There's probably no way to lure back a newbie who has tried it, had an unfulfilling experience and decided to move on. And the only way to potentially lure older players back then would be a long advertised character/server wipe to re-level the playing field... and dont think existing active players really want to see that either.
This is why a single item drop/benefit (no matter how you might try to force people to fight for who gets it so that the 'most deserving' person/guild does) is still much less favorable for the game as a whole (especially for a game hoping to attract and expand, rather than becoming a single-guild-dominated glorified chat room)