Backflagging Alternatives:

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eOmniz
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Backflagging Alternatives:

Post by eOmniz »

http://eqforums.station.sony.com/eq/boa ... ge.id=1959

Seems some backflagging quest is in the works.

I assume a lot of other guilds are going through the problems we've seen with incredible turn over to new game betas and just being burnt out on the game, hopefully this offers a new solution to cock fencing for flag mobs. I hope they use the current CoA model as a set up, with part of the flag coming from CoA being the equivalent to the raid portion of the flag and still requiring some of the grind type camps.

Other thoughts? What should future MMORPGs do about this? Is all instanced content going to make high end raiding really any fun? It's easy to say that cock blockery and mob racing and ninja pulling is a pain in the ass, but I'm of the opinion that without that drive a lot of people will lose interest even quicker.
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Post by Akaran_D »

Cockblocking and ninjaraces are one of the things I hate most about MMORPGs, so likely it will keep my interest longer if such things are not possible.
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Post by Xatrei »

The competition for content and racing for mobs was a big part of what I found fun about raiding. The game has definitely lost a lot without it. Pussified non-competetive shit isn't likely to draw me to a game (i.e. eq2).
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Post by Dexail »

I live for steamrolling HOOAC
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Post by Aslanna »

The competition for content and racing for mobs was a big part of what I found fun about raiding.
Totally the opposite for me. The encounter itself should be the challenge and not who can get there first. Also instanced zones get rid of the time zone advantage. Remember logging in on patch day and all the mobs be dead already to JPN and Valhall (Damn swedes!)? I do!

I personally don't see how anyone could miss that. But we're all different in our own special way!
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Post by Avryce »

While the rushing and what not was somewhat fun I agree with Aslanna. Too often it was the case of logging in and Euroguild_01 or Japanzergforce_07 had already cleared whatever was the current thing with the awesome loot and stupidly long respawn.

Hell even east coast had an advantage on most patch days!
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Post by eOmniz »

I like a good mix. Velious blew obviouly, week respawns are ridiculous.

Besides flag mobs, I like where we are now for accessing raid content. We have 24 hour mobs in NC/KT, 3 day mobs in elementals/WoS, yet we can also pull up the first named in Ikkinz any time we want, we can do most epic stuff any time we want, and if we're extremely bored we can do LDoN raids any time. I think the best loot droppers of a tier should be 3-5 day repop but there should be lots of content available any time. Throw in a few crazy rare mobs with a 7-14 day variance spawn timer for spice.

VT sucked with the design intention to do it all at once (besides first floor), but I loved the great feeling of being the first ones there after a patch day, buffing for blob1 and seeing some other guild trackers zone in only to find us there. It put a smile on my face. Other than that I hope to never see that zone again!
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Post by Karae »

I'm all for giving individuals and alternative flagging solution to give them an opportunity to catch up to a guild they are applying to or if they took a break without forcing the guild to go back and do content they've already progressed beyond. However, I don't think it should be feasible for an entire guild to use the alternative flagging method as a way of circumventing the traditional progression path. In short, that means that the alternative quest needs to include a no drop item in the zone in question that the person must be piggybacked in to loot in addition to the various timesink components.

And, obviously, instancing flag encounters wherever possible (read: from now on) is a great idea as well. I don't think any reasonable person misses the days of fighting over spawns.
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