Enforced Raid Rotations on Ragefire and Lockjaw

What we don’t want to do is instance raids, which is what casuals want us to do because they want to fight Nagafen. Casuals shouldn’t be allowed to fight Nagafen… that diminishes the achievement of others. That’s part of the challenge: You have to be better than the other guy; you have to be more strategic that the other guy.

Holly “Windstalker” Longdale, ‎Speaking on EverQuest progression server raiding

I love this point in the life cycle of every EverQuest progression server, when the nostalgic visions and hardcore ideals have to get overruled and open world, contested raiding proves itself, once again, to not be a viable, sustainable idea.  It was a problem back in the day, it was a problem in 2007, it was a problem in 2011, and it is a problem again today.  Seriously, we should start tracking a “time to raid rotation” number to see if it is a constant.

No Casuals!!!

You want the open world Nagafen? You can’t handle the open world Nagafen!

Unlike the sentiment at the top of this post, instancing raids wasn’t done to cater to casuals, it was done to keep the hardcore from behaving badly, a simple fact that gets illustrated every time they launch another EverQuest nostalgia server.

So last week the announcement finally went out, after the usual round of forum drama, that the raiding guilds had best come up with a rotation schedule themselves or Daybreak would step in and make one for them.  And either way, Daybreak was committed to enforcing that rotation.

So there is the reality of things coming home to roost yet again.  Meanwhile, feel free to continue telling me that open world, contested raids are how things should be.

Addendum: And when one member of your guild steps over the line, the whole guild gets a three day ban… even if you repudiate his actions and kick him from the guild.

2 thoughts on “Enforced Raid Rotations on Ragefire and Lockjaw

  1. Fenjay

    “How things should be” is probably stronger than I would go, but it does cause the most drama I know of in a PvE game. Is that good for the game, for the publisher, for retention, for engagement? I don’t know. Conflict drives engagement (this is why we’re always fighting something or other in games), and conflict over perceived more valuable places in shared worlds is one of the most unique drivers of conflict out there – whether overt PvP fighting or in a more meta sense. How much conflict is too much? And how much is too little?

    It’s an interesting question.

    Liked by 1 person

  2. carson63000

    I can’t interpret this as anything other than “bunch of people play classic EverQuest, and then cry and whine because it’s classic EverQuest”.


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