EverQuest axes enforced raid rotations

    
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Daybreak is ending enforced raid rotations in EverQuest. The firm says that doing so serves the best interest of its Ragefire and Lockjaw progression server community. While the company admits that some aspects of rotation “may have increased access” for certain players and guilds, it also allowed some EQ players to exclude other players from accessing content “that they would normally be able to enjoy with a few of their friends.

Enforced raid rotations on the progression servers have been a thing since the summer, and the practice was not without controversy.

Source: Forums; thanks Bob!
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Deepfred
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Deepfred

actually on lockjaw we had an amazing night last night – we being a medium sized guild that only has around a 3 hour a day raiding window. leadership on lockjaw has spent hours working on rotations and they meet almost daily to keep up with the demand for new slots, and policies, etc.

yesterday was our slot for Naggy, (bearing in mind lockjaw is not in kunark yet) and becasue we have 24 hours to kill it, we always start our slot raids at 6pm. naggy spawned at 8am or something much earlier in the day. we were set up by 6.15 and he was still there and we got our kill in.
then we went to sky as we have it 2 half days a week (by arranging to share it with another non-prime time guild, we get it 12 hours a day twice instead of 24 hours a week – as does the other guild in their preferred time slot). and while one of the bigger guilds AD was there for eye of veeshan – which we aren’t capable of yet so it was no big deal, we were just there to get another 20 ppl keyed up to spiroc lord and farmed lord a few times. so we coordinated with them to get up to the keeper in time, and they left enough mobs up for the 20 keys we needed and all was well.

at the moment it appears the only real threat to peace and happiness on lockjaw right now is going to be rogue mage armies deciding to ruin the rot, but the guild leadership all pretty much agrees they don’t want to see that happen or the server will become a ghost town.

so far, so good. I was really surprised. we’ll see if it lasts.

Deepfred
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Deepfred

ohforfs Deepfred my understanding was it was apok

Cambin
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Cambin

BigMikeyOcho Dixa This is true to an extent. The TLP servers have no GM or Guide support regarding play nice rules as Daybreak has thrown those out the window so it will be the wild west. In the old days of EQ raids, if there was a major dispute at a raid, GM’s would usually show up and intervene in some way, whether it be a simple decision based on which guild actually had a raid force there first, a /roll or even a duel. Guilds also weren’t competing with these new guilds that are comprised of 5-6 people that are boxing an entire raid force themselves. There were also far less end-game content capable guilds back then as they were split across a lot more servers and you needed as many bodies as possible to clear the content. 
EQ never had an issue with end-game crowding. Most servers had 2-3 guilds working on current end-game content and those were 72 person raids. When there are 20 guilds capable of clearing the raid content and only require 4-5 groups and there are only X number of targets, that leaves a lot of people frustrated.
There is no good answer since the game was never designed to accommodate this many people from a large number of different guilds all trying to do the same content. The rotation at least provided some stability and structure that will no longer be seen because there are no rules.

chriskovo
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chriskovo

Sorry but the entire system sounds insane. Instances just work, no muss no fuss.   This system is just backwards at this point.  Its a game you should be catering to the player bases connivance not making lame drama like this.   Getting guilds tighter is hard enough in general never mind having to lock yourself in to only one date and time  its nuts.

BigMikeyOcho
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BigMikeyOcho

Dixa Because they really can’t police themselves are why instanced dungeons and raids were created in the first place, basically to solve this problem. However, these players signed onto a progression Everquest 1 server. They know full well what they were getting themselves into, they knew the limitations of the game going into it. Daybreak artificially assisting in this went against the game’s original design, which the original design is what the people are paying for.

Sarigar
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Sarigar

Way back in the day, when we wore onions on our belts, guild leaders on my EQ server met up to hash out a raid rotation for those guilds who were capable of raiding Plane of Hate and Plane of Fear. Since the alternative was chaos, wipes for everyone, and no loot for anyone, a rotation was eventually hammered out, and worked well for a long time. I’m not sure that level of diplomacy and cooperation, however strained, is even possible anymore. I’d like to think that it is.

Samizdat
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Samizdat

ZenDadaist “Well prepare to have a rough time getting anything else done as they collectively blacklist you.” Especially in a game like classic EQ where you’re actually dependent on your social network for advancement. You need to make friends to get far in classic, which is why it has a pretty solid community.

ZenDadaist
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ZenDadaist

Let the community find its own ground and balance. Other game communities managed to do exactly that,and ofc there was drama and people attempting to break the in-game community vs community agreements, and it was dealt with… *drumroll* IN GAME! You and your guild deliberately grief an alliance of other guilds? Well prepare to have a rough time getting anything else done as they collectively blacklist you.

Ofc this can only really work in a game where you can’t just hop servers/change names/erase the character history at the drop of a hat.

StClair
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StClair

And when it inevitably descends into squalling anarchy, there will inevitably be loud complaints that Daybreak should have kept making sure everyone had a “fair” chance.

ohforfs
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ohforfs

Deepfred Which guild as a matter of interest?