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Message ID: 13892
Date: Thu Jan 27 22:18:34 GMT 2000
Author: Kimes, Dean W.
Subject: RE: My overcrowding solutuion


Yes, I thought of that too and it is a problem every time they set up a zone
for lower levels. There will be a group of lvl 50's that will rage thru
killing everything just to see what items are dropped even though they
probably won't want any of them. Just use a little reverse planar logic and
code the zone to not allow in players of over X level where X is 12 levels
above the mean mob level. That would let them create a dungeon for level 25
mean that would restrict flow of items out due to players of a level that
wouldn't get xp anyhow running in to farm stuff.

Kit

-----Original Message-----
From: Jeff Illian [mailto:jeff@...]
Sent: Thursday, January 27, 2000 3:05 PM
To: eqbards@onelist.com
Subject: Re: [eqbards] My overcrowding solutuion


From: "Jeff Illian" <jeff@...>

Ok, maybe I'm just cynical, but wouldn't this degenerate? I imagine a level
50 in a level 30 dungeon like Sol A running around killing everything that
moves. There is an advantage to camping a spawn area for those of us who
are interested in XP as much if not more the items... you don't have to
share the mobs with other groups. For me, dungeons have always been the
best place to get XP, not items. Ever try Sol B on a crowded night? Try
sitting in the noble room when there is a group in the circle room, pool
room and kings room. See how many spawns you get. Not many. Now imagine a
dungeon where the good spawns can be anywhere or there are multiples...
suddenly all those groups camping a particular area are suddenly running
around and taking any spawns anywhere rather then sticking to there own
marked off area.

Also, even worse, imagine if the Goblin King in Sol A could happen to spawn
anywhere... what would those level 25's do who are fighting Cinders and
Youngs when the King suddenly spawns and bum rushes them. The rare spawns
are deep in the dungeon on purpose...

Granted, the way they set up Paw is kind of nice since there are no named
spawns and you seem to have an equal chance of getting a drop whether or not
you are at the entrance or deep inside... but man the magic items dropped
there just plain suck.

Personally I kinda like the way AC handles it by restricting dungeons to
certain levels and having a lot more dungeons... if you aren't in a level
range you cannot enter. I'd also like to see all really really good items
taken out of the rare spawns hands and moved to time consuming lengthy
quests. I think what they did with Lambent, Crafted, etc as a replacement
for Rubicite worked pretty darn well. Granted there is still camping for
Lambent items for example, but it is restricted to a single class fighting
RANDOM spawns for a single item... Rather then having to go and kill some
named spawn to get an item, I'd like to see it that I have to kill a level
30 goblin mage to get boots, then a level 30 cyclops to get a rune and
finally a giant or griffon to get a lambent stone is a much better approach
then a single level 30 rare spawn. Imagine instead if I had to kill a 4
different level 50 mobs in 4 different dungeons or settings to get a YK and
it was usable by bards only and every other class had there own level 50
mobs that they needed to kill to get their own class specific weapons...
How often do you see non-bards camping for firewalker boots?

I ramble,

Taneran Dreamweaver
Prexus


----- Original Message -----
From: <kim@...>
To: <eqbards@onelist.com>
Sent: Thursday, January 27, 2000 3:39 PM
Subject: RE: [eqbards] My overcrowding solutuion


> From: <kim@...>
>
> On Thu, 27 Jan 2000, Kimes, Dean W. wrote:
> >
> > I was thinking of the KS'ing crowd, though indirectly. A druid or other
> > tracker could just sit by while people wandered about killing stuff and
when
> > the single named mob showed up race to it and have a fair chance of
getting
> > there first as the people who cleared the way for it have moved on to
other
> > areas and are likely in a fight when the special spawns. If there are
> > twelve different specials it would make it that much harder for the
"tracker
> > in the shadows" to just rush over and nab the special when it popped up
as
> > likely several specials would be popping up at any given time if the
place
> > has a fair amount of explorers in it. Since the container guy doesn't
move,
>
> Yes, having 12 different specials would make it 12x harder
> (assuming no change in rare spawn frequency) for a kill
> stealer to get the special item. It also makes it 12x harder
> for the group to get the special item. They cancel out.
> Well, maybe the group gets to see who the kill stealer(s) is
> before they lose the item.
>
> Anyways, that was why I said maybe the named mob should just
> drop on top of your while you are fighting. It doesn't reward
> the parasitic opportunists that way.
>
> Speaking of mobs dropping on top of you... My paladin friend
> was soloing a bit in LGuk a couple nights ago. He was
> fighting in the halls (dead side). He'd fight one mob, other
> people's pulls would ignore him. I joined him. Other
> people's pulls saw the bard singing a song, and decided they
> hated the bard more than the person pulling them. Bleh. I'd
> just assumed all this time that mobs other people were pulling
> would attack you if they saw you fighting another mob (the
> "help a friend" AI). I didn't realize it only happened to
> bards.
>
> --
> John H. Kim
> kim@...
>
>
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