Forums » General Pantheon Discussion

Camping

    • 428 posts
    March 11, 2016 10:22 AM PST

    Amsai said: @ Kalgore I actually like the first tag meathod particularly for high end content.

     

    Maybe I understood it wrong.  From how I took it.  High end mob is first attacked by me.  Even though I have a group or a raid to kill it Only I would get the benefit of killing it IE loot??

    • 1778 posts
    March 11, 2016 10:34 AM PST
    Well I dont know what others were talking abouy butI meant like in XI. In XI iy was who ever claimed mob first claimed it for their group/raid. But XI used 2 different meathods that was up to leader. Drops to leader and he distributes loot or casting lots/rolling for everyone in group so everyone would roll and get a number 1 to 999 highest number wins. But ultimately guild leaders usually decided.
    • 19 posts
    March 11, 2016 10:49 AM PST

    Amsai said: @ Helzbelz If I could choose an approach to "end game". It would be like Sea and Sky from XI. I would be perfectly fine with this for open world content with maybe a few tweaks. Thoughts?

    Sea and Sky was after my time.  However I did poking around, it sounds like you are suggesting having an area or areas that need to be open by quest which are very large and not a place where you will see endless farming of the same boss over and over.  Please correct me if I am wrong.  

     

    I think you get what I am trying to prevent and why I am against not allowing that style of game play creep in.  Honestly I would love a game like FFXI again as long as it stays away from having some of the same mobs where others will want to kill them as well from being farmed endlessly not allowing other people to get involved.  

    • 428 posts
    March 11, 2016 10:59 AM PST

    Amsai said: Well I dont know what others were talking abouy butI meant like in XI. In XI iy was who ever claimed mob first claimed it for their group/raid. But XI used 2 different meathods that was up to leader. Drops to leader and he distributes loot or casting lots/rolling for everyone in group so everyone would roll and get a number 1 to 999 highest number wins. But ultimately guild leaders usually decided.

     

     Oh Okay thats a lot different then what I was thinking.  Everquest 2 did the same thing. whatever group or raid got the first encounter it was locked to them no one could help outside of group either. They also had locked encounters so you couldnt get heals outside of groups because it used to be lvl 20 would pull mobs and they would have aboxed max lvl healer out of group to help.

    I know for raids the raid was set to leader only and he passed it out based off DKP but in groups you could random need before greed and leader only.  I wouldntmind a system like this.  Still lockout timers for raid content though contested or not 


    This post was edited by Kalgore at March 11, 2016 11:00 AM PST
    • 19 posts
    March 11, 2016 11:40 AM PST

    Kalgore said:

     

     Oh Okay thats a lot different then what I was thinking.  Everquest 2 did the same thing. whatever group or raid got the first encounter it was locked to them no one could help outside of group either. They also had locked encounters so you couldnt get heals outside of groups because it used to be lvl 20 would pull mobs and they would have aboxed max lvl healer out of group to help.

     

     

    Yes that is a good idea because it will prevent zerging and loot stealing.  

    • 89 posts
    March 11, 2016 12:43 PM PST

    HelzBelz said:

    Kalgore said:

     

     Oh Okay thats a lot different then what I was thinking.  Everquest 2 did the same thing. whatever group or raid got the first encounter it was locked to them no one could help outside of group either. They also had locked encounters so you couldnt get heals outside of groups because it used to be lvl 20 would pull mobs and they would have aboxed max lvl healer out of group to help.

     

     

    Yes that is a good idea because it will prevent zerging and loot stealing.  

    Such a system would absolutely kill powerleveling though.  

    For all the complaints it's had over the years, I've always liked powerleveling in MMOs.  Gives bored players of higher level something to do and lets people get through sections of the game that they've already seen before or have grown bored with.