Purpose of the 2/3rds Rule

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If we are to abide by the rules that have been in place for quite some time, if not forever, on this server, then yes - it is a problem.

There is plenty of content to be killed freely, even if the rules are made more restrictive. In fact, it's the majority of the content out there. For those who like to just roflstomp and get lul tier gear without putting in work, that's great! But then there are guilds that want to try to progress naturally. Personally, I don't think they would have as much a problem finding progression content up in zones like ToT if the rules were made more restrictive.
 
I like the idea that there are people running around being flag babysitters against pugs. It's highly amusing to me because it's just so darn stupid.

There's so many ways to address this problem without having to follow people around to make sure they're playing by the nursery's rules.
1. You can have the bosses do something to only unflagged people to make flagging a worthwhile/required investment.
2. You can have them be ported out by bosses if you're not flagged or a percentage of the raid isn't flagged.
3. You can realize your content wont last forever no matter how much you want it to and come to terms with that fact; while going to work on creating new content to make sure people continue to have plenty of fun things to do.

Personally I think #3 is a winner.
 
3. You can realize your content wont last forever no matter how much you want it to and come to terms with that fact; while going to work on creating new content to make sure people continue to have plenty of fun things to do.

Personally I think #3 is a winner.
Nobody expects it to last forever, you can already skip directly to like tier 4-5 just with cash and droppables/tradeskill/treasure map items and you can leapfrog past that via PUGs which are common and are allowed to happen. I'm sure at some point in the future you will be able to skip even more tiers. You can even form a thing called a guild and do a key quest or get flagged and do that content whenever you want.
 
I like the idea that there are people running around being flag babysitters against pugs. It's highly amusing to me because it's just so darn stupid.

There's so many ways to address this problem without having to follow people around to make sure they're playing by the nursery's rules.
1. You can have the bosses do something to only unflagged people to make flagging a worthwhile/required investment.
2. You can have them be ported out by bosses if you're not flagged or a percentage of the raid isn't flagged.
3. You can realize your content wont last forever no matter how much you want it to and come to terms with that fact; while going to work on creating new content to make sure people continue to have plenty of fun things to do.

+1
 
How many times per week does your guild raid? 3? 4? Should every mob on your tier just be left up for when it is convenient for you?

Why is there a line drawn for who can not experience the content? If your dude can survive it, you should be allowed to be with to kill it.

1-key/flag, all key/flag imo.

I mean, really dude? Where did you even get that from what I said? There is no line drawn whatsoever for who can and who can't experience the content. You can work your way up and actually make it to the content. Nobody's stopping you. And the whole if you can survive it, you should be able to be with to kill it thing I disagree with almost entirely, but the thing is, most of these people can't survive it. You bring 6 ringers in and that's enough for some of this stuff. You can scoop (possible undeserved) loot if you die to the first aoe.


I mean this argument is pretty much a brick wall between two lines of thought, and I don't think the two halves are gonna agree at all I guess. We're all entitled to our own opinions. It just baffles me how it's cool to half of you for people not to have to earn anything anymore (and the crazy thing to me is a lot of that half that have spoken up actually did earn it). I mean, isn't the same thing kinda ruining a lot of other games?
 
I mean, isn't the same thing kinda ruining a lot of other games?

If by ruining you mean making games incredibly successful, with ridiculous subscription rates, then yeah sure why not.

2004 called: The EQ model doesn't work anymore.
 
pugging higher tiers without keys isnt going to ruin the game... if anything it will help those players ewho can't get into guilds, who play casually, etc etc. a tier 9 raid isnt going to bring 3-6 ringers and 12 alts. its just not gonna happen.

Guilds are full and not recruiting, people don't have a gazillion hours to play, some play when no guilds are active, and they exp like mad but they get ALL of their gear from pugs. so when they get to tier 5-7 when keys and flags really begin... what are they supposed to do? Quit? grind tomes? good luck getting into a good tome grinding grp. the 2/3 rule block people like that and causes a lot of bitching.

you have to ask is the 2/3 rule acctually helping what does it really do other than keep people like Draoes or solosolbi from taking your tier 9+ raid targets? do you hear the gazzillion tier 3-7 guilds crying about pugs taking all of their targs?

As for content skipping portion, i mean you HAD to know as soon as ikky came out and all that buyable tier 3+ gear came out it was gonna happen. What's gonna happen when the next "expansion" comes out? people will be runnning around with tier 6 buyable gear. Honestly if you want people playing your old school content. take ALL of the new content and turn it into No Drop items, so people have to earn them and start at lower tiers and work their way up like the good o'l days.

idk im rambling, i think the rule is good in some ways and bad in others. but honestly i think the 2/3 rule is in place for silly reasons.
 
Just cuz my names been dropped twice now, I only pug to get the odd piece of gear for a main or a frag or something, i do not and will not run pugs strictly to gear someones/my alt. Now that thats been said.

2/3rds is lenient at best, and not strict enough at worst, I could easily have 3 friends box in 6 toons all with ritual spells, Kill the ward with 12 other random people who all have killed teashlin, and boom i have a fully flagged set of random people. I honestly believe it should be all flagged or its a no go for pugs, Pugging T9+ just kills targets for the guilds who have worked for them. Gearing up at T9 to break 10 and then 11 is hard/giant investment of time and effort. I honestly believe that free market pugs would just make this problem o so much worse.

It sucks for people who can't find the time to raid sure it certainly does, but with those people aside, What exactly is stopping all these people who can't find guilds to make there own and progress? Like you said you can basically buy T5, and start from there its 2-3 months work from T5 to start breaking T9. Honestly (and even tho i pug them) Anything that requires a key/flag/quest and is "raid content" should be disallowed to be pugged let the guilds who have earned these things have them the competition for said things is already steep as hell with just guilds after them add in pugs and you will just end up frustrated, Add in free market raids and holy shit there will be nothing stopping basically anyone who has access to a few ringers to just gear up an alt army leaving little to no content up for the guilds who have progressed to this content, How is that right? How is that ok?
 
If you restrict the "raid game" to the point that it either takes too long or becomes too hard to get into the raid game, people quit. Once the newer players quit @ low tier Whatever, then the higher tier people have nobody to PUG with, get bored, and quit.

End result? Nobody plays the Dev content, period.

Should scratch the raid requirements completely. The game has evolved to the point now that the lower tiers are not required to progress. SORRY, that's how it has panned out.

Come up with a new scheme for the lower tiers. I won't post ideas or even get into that portion of it here. The point is, the population isn't here to keep restricting how people enjoy the game.

Just my thoughts!

To play the devil's advocate here:

If the amount of PuGs/ringers were to be reduced it only serves to help the lower tiers. If you think about how PuGs operate, the people leading the raid usually provide the ringers. These are the same people that then go and claim a specific item (or common now to even claim one item off a boss no matter what drops). What benefit is this actually adding to the lowbies in the raid if up to half of the potential rewards are not obtainable?

Sure after the chaos and disorder that PuGs usually are (taking at least twice as long to do anything an on tier guild could do it in) they have a chance at maybe 1 item realistically. In the time that this PuG took to do whatever content, that person instead could have spent the 3-4 hours getting exp/doing a quest/farming which probably would have progressed their toon far more. Now imagine if the person chose to do that instead of PuG 3-4 times per week (a conservative amount considering how many PuGs there are these days), that is a considerable amount of progression that is being foregone for less than a 5% chance at loot.

I haven't even gone into the positive effect that this would have on guilds. As far as I can tell, if the raid game was more restricted it would only result in more low tier guilds and more raid spots for lowbies who get a chance to see the game as it was meant to be played.
 
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tier congestion is great, folks;

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Sure after the chaos and disorder that PuGs usually are (taking at least twice as long to do anything an on tier guild could do it in) they have a chance at maybe 1 item realistically. In the time that this PuG took to do whatever content, that person instead could have spent the 3-4 hours getting exp/doing a quest/farming which probably would have progressed their toon far more. Now imagine if the person chose to do that instead of PuG 3-4 times per week (a conservative amount considering how many PuGs there are these days), that is a considerable amount of progression that is being foregone for less than a 5% chance at loot.

I agree with a lot of what you've said bango, but seeing as this thread somewhat a response to my recent pugs I wanted to respond to this. In all my abyss/sanctum pugs, fwf/grupo has looted 6 items and pugs have looted 7. Considering some of these actually had more FWF players than pugs I dont think thats a bad ratio. I claim pleanty of stuff, but since I claim w/e myself and friends want, everything else that drops goes to pugs (and there is generally 30-60% FWF toons on these pugs).

I think the 2/3 flagging rule is okay, I can see both sides of the issue, but what really bothered me about the sanctum pug is that it was revealed that THERE IS NO WAY TO CHECK THE FLAG. We had 10 for sure flagged toons, and three that were unsure whether they were flagged (alts who had been on ulaz kills right before nexus was done, and a main that had been heavily boxed during a time a guild got flagged). I'd made a mental checklist of flags when forming the raid and figured we probably had enough, but because these three toons were unsure and there was no way to check, I had to kick people out (which I don't like doing)

I don't mind the rule in general, but I think it makes no sense where sanctum is concerned. You can get sanctum flagged at tier 7 if IP is clear. Additionally, the actual flagging isn't really difficult, yet can be a huge PITA for a guild that didn't progress heavily in Prison(or use ritual ringers).

People are also bringing up how bad t9/10 progression is, and if you ask me this is because of one encounter. Anyone there knows what I'm talking about. This one encounter prevents guilds from progressing past this tier, so they are stuck and they kill what they can (leaving fewer targets for guilds that are just progressing into this range).

CW/Exo should be in spires IMO. Spires is a great raid zone. Its well made, flows well, has interesting and challenging encounters, and early spires is actually probably easier than Sanctum. I wouldn't really care if they got a free pass into spires (my alt wants the free clears they will provide), but lore wise they should just make this certain encounter easier (still something difficult, but not the ridiculously buggy and random mechanic that makes the current encounter so hard).

It's hard for me to even know what is preventing them from killing it. There were some FWF attempts where it worked in a manner that was controllable and winnable by skill/communication, yet many other attempts this did not happen and it seems like you just have to wait until you get very lucky with who the mechanic targets, how often it goes off, etc. The latter is essentially how FWF initially beat it (combined with the fact that we actually raid with 18 real, competent people). We mashed out heads against it for many hours, and for days on end, until the stars aligned and we won. Maybe half of that time was learning/mastering mechanics, but the rest was just waiting for some luck/skill/random to combine properly.
 
It's hard for me to even know what is preventing them from killing it. There were some FWF attempts where it worked in a manner that was controllable and winnable by skill/communication, yet many other attempts this did not happen and it seems like you just have to wait until you get very lucky with who the mechanic targets, how often it goes off, etc. The latter is essentially how FWF initially beat it (combined with the fact that we actually raid with 18 real, competent people). We mashed out heads against it for many hours, and for days on end, until the stars aligned and we won. Maybe half of that time was learning/mastering mechanics, but the rest was just waiting for some luck/skill/random to combine properly.

The fight is actually a reasonable amount easier then everyone thinks/has experienced.
 
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3/3 would prevent scummy alts getting massive amounts of gear and force lowbies to work their way up even if they pug the entire time or join a guild, it will still be doable, yet more fair. no flags. just open season it is what it is.
 
If I had to argue for one camp or the other (I wholeheartedly believe in both at the same time because I am a fence-sitter of god-like stature), I'd do so thusly:

Side A): One of the oldest and most "Ten Commandments" style rules of the server: Thou shalt not reveal answers on the MQ Quiz, because the original and subsequent server administrators wanted an environment where lore was important. It was deemed important enough that people immerse themselves somewhat in the lore by the original big kahunamoose that it was worth telling someone how they were allowed to play his game. Most of the keyed content has some particularly rich lore behind the zones and progression. Using the MQ Quiz lore rule as a precedent, I would urge a strong consideration of removing keyed progression zones from the reach of PuG Raids as a violation of lore immersion.

Side B): People play games because they enjoy them, and not everyone enjoys playing any particular game the exact same way as someone else might. Being a private server, yes the man behind the curtain has every right/privelage to sandbox and say "It will be this way for no other reason than because I say so." Barring that circumstance alone, if someone enjoys a game by becoming as powerful as possible as quickly as possible, why crap on their picnic? It honestly hurts nobody, not even the Poor Underprivelaged Guild That Tries So Hard is really hurt badly by their on-tier content being PuG'd. It's no different than a competing guild on the same tier sniping content. Some people enjoy progressing through the game one tier at a time and enjoying the ride, and they are free to do so. I don't personally think rewarding someone for wanting to play the game a certain way or punishing someone else for wanting to play a certain way is a viable policy when the only harm done is purely imagined.


That being said, I'm chaotic as hell at heart and I've advocated since day one that too many set-in-stone rules is a horrible horrible thing. I'm a bigger fan of community standards enforced by communities when it comes to the grayer areas. The core question here seems to be tipping more away from the 2/3's rule and more towards PuG Raids are dirty border jumpers. My opinion? I don't get to play SoD anymore, that's my opinion, and it is a sad, sad sad, sad sad sad fact. Eat snacky-smores.
 
Closed. Will trashcan later.

If this rule changes, it's because of the design intent of the Dev Team and will be done as an action of me in response to a desire for policy to properly reflect the desires of the Dev Team in regards to raid content prerequisites.

Don't start another one of these threads. We'll handle it from here, and if any chances happen (which there is no assurance will happen), there won't be room for discussion/bitching afterwards.

Your cooperation in this matter is appreciated.
 
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