Backflagging and raid zones

Problem with pathing,spawns etc - post here
Lola
Posts: 491

Re: Backflagging and raid zones

Post#31 » Tue Jun 22, 2010 2:45 am

You have the choice, you can choose the way.
Easy mode while begging at GMs for things which have already been tuned since a long time ago & easy mode via donations are totally different...
There is no bottleneck (except ssrae one's raised on forum), no reason for those tokens being 100%, that's my point of view...

themike316
Posts: 118

Re: Backflagging and raid zones

Post#32 » Tue Jun 22, 2010 2:54 am

it whent from 100% to 50% then back to 100% since they were barely droping. i don' see a prob with that and ssra makes a bottle neck for tov so idc about those tokens st tokens i feel the same. and just becuz flags are easier to get doesn't mean then can just go wipe out the whole zone by themselfs or anything.

Lola
Posts: 491

Re: Backflagging and raid zones

Post#33 » Tue Jun 22, 2010 2:57 am

Only SSrae was an issue, I would have raised to 100% Vulak's token only, no need to get ST/Xego token to 100%.

But once again, there is no problem in making people's life easier once again on THF world....

themike316
Posts: 118

Re: Backflagging and raid zones

Post#34 » Tue Jun 22, 2010 3:08 am

its a game. which is supose to be fun. really if you want a harder server go back to live. even that its not that hard. just stop b*tching about every lil thing. if you don't agree with something just keep it to yourself. esp since all you say is easy mode. its a free server the awesome gm's do this in there spare time for fun why make it not fun and b*tch about every little thing you don't agree with? its not going to change anything. i do agree on the air tokens i will say that though.

Lola
Posts: 491

Re: Backflagging and raid zones

Post#35 » Tue Jun 22, 2010 3:16 am

I am annoying I know, but Lillu always said that "THF is not an easy server" & that's also why I am playing here.
In 9 months difficulty has been / 2 or 3. All the easy mode request would have been rejected 9 months ago.

Only bottleneck situation should be solved as everyone should be able to progress (from progression not via tokens).

You are right, I ll keep that for me next time - I was just encouraged to post by Rugged in ooc :)

Edit: search on forum and see our request on ST dragon, Backflag token 9 months ago...We needed to argue on 5/10 pages posts. Now, 1 post 2 replies and hop /easy mode.

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Rugged
Posts: 40

Re: Backflagging and raid zones

Post#36 » Tue Jun 22, 2010 3:21 am

say wha? :shock:
Currently having an identity crisis!


themike316
Posts: 118

Re: Backflagging and raid zones

Post#37 » Tue Jun 22, 2010 3:23 am

hehe rugged is easy mode:P hehe good guy though. anyways i'm done with this post :P

User avatar
Rugged
Posts: 40

Re: Backflagging and raid zones

Post#38 » Tue Jun 22, 2010 3:28 am

derail inc...
themike316 wrote:hehe rugged is easy mode:P hehe good guy though. anyways i'm done with this post :P


more like... AWESOME MODE :P

kk back to free hugs. Peace!
Currently having an identity crisis!


MrJonkers
Posts: 38

Re: Backflagging and raid zones

Post#39 » Tue Jun 22, 2010 4:03 am

Thanks for the change!

I'm hoping having tokens drop (seriously! 5 vulak kills = 10 days of farming vulak = no tokens for us) will mean we can stop going off and killing Emp. every time we get a new guild member or someone makes a new alt.

I completely agree that things should be challenging, but also fun. It's fun to progress. It's also fun to kill progression mobs, since they tend to be quite challenging when you're at the gear level appropriate for killing them.

If it turns out that having tokens be a 100% drop borks the economy and allows people to skip difficult progression mobs, maybe a different solution is in order. Could always think about doing something like keeping Emp., instancing the room, and putting him on a 1 week timer. Or have a group gate to some guild-instanced challenging progression mob if a member in your group is already keyed for that tier. As always, just tossing ideas around.

Hopefully we'll be able to walk the line between keeping things challenging and fun, without creating an 'easy mode.'

Oh, and just to clarify a bit:

Tyler wrote:Sorry i don't follow the reasoning here. The mobs that drop Backflag tokens spawn in instances only. So if someone kills the Boss (Vulak, Sleeper, Xegony) 5x to get a token - i don't mind. You are only messing with your own guild really.


Since we would kill Vulak 5x and not get a token drop, we would go kill Emp. instead for expediency. The idea being that 5 Vulak kills = 10 days of camping Vulak, at our rate of bad luck, keying two alts would just take way too long. Parking a ranger in Ssra, checking track, and going off to two box Emp. to flag a few alts ended up being far more efficient. At that point, we weren't really messing with our own guild, we were messing with all the guilds that wanted to progress.

Anyway, as always, thanks. And hopefully I make sense, a bit sleepy :D

Cheers

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Kuldiin
Posts: 304

Re: Backflagging and raid zones

Post#40 » Tue Jun 22, 2010 5:32 am

Heres the problem.

With tokens available, all the higher tier people just use a token to flag in their alt. Tokens being rare they go and down the mobs for progression blocking new and progressing players. Believe it or not, not all new people to the server just log on and buy an xegony token :roll:

I dont agree at all with people buying tokens. Personally I'd love nothing more than a dropped token only being valid for the guild it dropped for (with ways of exploiting this dealt with obviously).

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