Yesterday I wrote about why I like the instancing in EverQuest. I think Daybreak did a nice job of meeting the average player’s needs quite well. After yesterday’s post went up, Daybreak announced some changes to the instancing system as it pertains to raiding and zones which contain popular raid monsters.
Let’s take a look at the patch notes.
[expand title=”View the Patch Notes” swaptitle=”Hide the Patch Notes”]
At launch, as now, there is only one Lord Nagafen and only one Lady Vox. If you defeated them, you also had to compete with a server full of people who wanted to defeat them, too. That’s a pretty big accomplishment.
So, in the spirit of making raid content more available while still allowing for competition and accomplishment, here’s what we have planned for an update in July:
- Nagafen’s Lair, Permafrost Keep, the Hole, and Kedge Keep are now load-balancing zones. This will let more people have access to these zones for XP and non-raid items (WTB GEBs, PST).
- We now have a way to prevent raid targets from spawning in extra load-balanced zones. We have done this with Lord Nagafen, Lady Vox, Master Yael, and Phinigel Autropos so they will only ever spawn in the base version of their zones.
- All raid targets (dragons, Phinigel, Yael, and gods) now spawn more often than they used to, but have a much larger variance in their spawn times so they’ll be more difficult to predict.
- We’ve made the raid bosses more difficult, so that they will require coordination of more adventurers to tackle them successfully. Healing and support should once again be very important in these encounters.
- Speaking of Hate and Fear, while we didn’t implement load balancing, we did reduce the respawn time of all non-raid targets by two thirds. Any mini-bosses that didn’t have persistent timers (such as the Fear golems) now have them and have additional variance in their respawn times. This means that they won’t necessarily be spawned when the server first comes up.
Now before I begin, I’m not a raider in EverQuest. I don’t enjoy the toxic community currently dominating that space. I don’t plan to raid. I’d participate in invite, but do not consider raiding necessary to enjoy EQ. So really none of this affects me except the part where I can now get more gear easily from the non-raid encounters.
That said, for the people who DO like to raid in EQ, but aren’t apart of the 1% doesn’t this have much of the opposite effect? I have a few questions that just do not make sense.
- What stops Raid Guild X from filling all spots in the raid zone, forcing everyone else out of it and never able to enter?
- Doesn’t increasing raid variance make it more difficult for casual players to have a chance at participating since those players aren’t regularly camping mobs for 12 hours a day?
- If the targets spawn quicker, doesn’t that mean the rich just get richer?
I’m curious if Daybreak really thought this one through. All this will end up doing is creating a competition for the 1% to sit around in the base instance of the raid zones. But hey, I’ll be in /pick 2!