I had the same idea as Squick
In order to fairly distribute unique items such as those dropped by Tarasque to the other 95% of the gaming population who would rather play with friends than 300 strangers something needs to be done. It needs to be done in such a way so as to not detract from the playstyle that the uber-guilds enjoy as well. Never want to make anybody mad. Just want to make MORE people happy.
So if a mission pops up that is REALLY special, it's like winning the lottery or having Wonka's golden wrapper. I bet my guild and some good friends could take on Tarasque if left to ourselves. I bet we'd have a blast both getting to him and suffering numberous casualties on the way. The problem comes from the jackasses who train mob groups on you (them bastards should rot in hell) and the massive group of 180+ characters who are parked in front of it 24 hours a day (hey, I'd probably be there too if I were 180+).
But .... if FunCom could revisit it's promise that players would not have to deal with the B.S. and spawn at least TWO Camelot Dungeons (only asking for TWO now). And have the global one and one that a key rotates around the mission terminals for it would make a lot of people happy. I'm sure that our guild would get a shot at the key sometime before we all quit or the game folds. At least we'd have a chance to see the hard work that the graphic and monster designers put forth.
As it is now, we have little desire to even peek our noses in there because all we've heard of is a-holes completely populating the place. Please correct me if I'm wrong.
If you can't maintain just a measly two Camelots (one global, one based on the mission term 'lottery') then at least provide SOME way for players in the proper range to have access to the items that are being hogged (somewhat understandably) by the pack-mentality guilds. Stick a Tarasque or Mantis Queen in a level 200 mission instead of the Real Means and Aces we see presently. Would that be so hard? I'm sure my guild would have a lot more fun than the mindless lvl200 missions that we get now.
Off the main topic reply to last post
One of the reasons I think we have a lot of problems is that too many things are decided on 'not my own faction' rather than 'my enemy faction'.
For this reason we have O-T and Clan NPC's attacking Neutrals because they are 'not my faction'. Rather than them only attacking their realy 'enemies' because .... well ... they are the enemy.
Likewise you cannot heal a Neutral because they are 'not your faction'. I think a Clanner for example should be able to heal a Clanner or a Neutral but not an Omni.
I also think a Neutral should be able to heal anybody. This would promote the 'Clara Bartons' of the world who really just wanted to be pure healers and menders of damage however it may arise.
At the same time, a Neutral would not be able to execute a 'Harmful' nano on anybody further than the existing PvP rules allow for.
Trading is likewise kind of weird. I wonder why they allow trade between Clanner and Omni. But, I guess they need that to allow for hostage ransoms and such. It would be interesting if any cross-faction trades were announced globally in the shopping channels: "JoeTrueOmni just traded 1,600,000 credits to ClanForLife for Battered Freedom Arms"
I'm sure there are problems with a proper faction implementation. (Shudders as he recalls the days of 'Blue Healers' in UO). I also think the current situation is a little simplistic and unrealistic and could stand a day or two of designer attendance.
The habitual nonsense of killing one's own guards or being forced to watch your own protectors get killed really ought to be stopped somehow.