Xadion
12-28-2013, 11:58 AM
Hello to the p99 community.
I have been around forever, I have been fairly active in the raid scene for many a year and have seen many sides, many issues and a ton of back stabbing, rule manipulation and other fun stuff that is the history of this server.
To those that think that any one guild currently is "responsible" for the "current state of the raid scene" - you are poorly mistaken.
Its not "the current" its the forever-been raid scene of this server and 90% of the classic servers- to those that came from "Carebear" or "rotation" servers - do understand that is not the norm on live, nor the norm for the cutting edge guilds servers on live etc... and most of the "raid minded" population on p99 come from the non rotation-minded servers and population.
Where we are today is from people wanting to be the best, stay the best and see victory- and from what I have seen over the years there are two forces- IB and their counter forces that have merged and changed over the server history- such as DA Fusion and now TMO.
The struggle always puts someone on top, even if its a small margin, and those below fight, push and usually manipulate (the staff, the population etc.) into gaining an advantage to try and overtake whatever side is currently on top.
This struggle is not going to go away ever, unless competition is destroyed by the staff and either one primary guild is handed the keys- or everything is handed out by whatever random system "the community" creates that in the end just ends up saying "put it no effort get X mobs...or well put in effort get X+1" rather than let competition sort things out.
Another factor is that many "casual" people are hitting the "max" of gear, level, and stuff to do because we have been at kunark so long- they then look to see what "more" there is- and cannot enter the raid scene because of whatever reasons...they then think back "I was casual on live, yet I got to kill raid mobs every now and then!" and it was true...but what era?
Classic and Kunark really supply low levels of raid content when you compare it to what Velious has to offer.
---------here is my idea and 'solution' to the issues...come velious-----------
To me, variance hurts the "lower" guilds, they do not have the time, players etc to do the tracking required nor the response time needed to then get on and engage those mobs.
We do not need any more of a complex engagement system other than FTE - if anything we need some leapfrog rules- but ANY time you start to make those you slip back into "what’s a force" and "well my 12man team can kill X mob but we take forever to clear there- so that 40man force should just sit there and wait." etc etc etc
Variance does not help the lower guilds as it places mobs more at a -one-at-a-time- spawn cycle.
Why are "server repops" so nice? because there are parallel spawns- large variances like we have (not classic) hinder parallel spawns.
With the introduction of Velious most of the high end raiding priority targets will shift to Velious, keeping epic gods in the crosshairs as well as one or two in VP. If mobs are kept in a current type of rotation targets will get into a one at a time spawn cycle- again allowing one or two large guilds always make those spawns and take them out
If the variance is removed, or lessened with no extensions etc come velious we will see more parallel mob spawns- couple that with the need to clear and increased encounter time commitment we should see the availability of other spawns to more guilds at more times through the normal spawn cycle.
Example: Server repoped Friday and everything was killed within 3-4 hours with both the large guilds and many smaller guilds taking down the entire raid mob population.
come respawn time - yes we know everything is going to spawn... but if you are sitting there ready to do the AoW cycle you have dedicated to that time frame, then Dain spawns... you then must finish or abandon what you started and move and prep to Dain- all the while all other timers are starting to go off and spawn... etc etc
I believe a small 4 hour or so window is all we will need in velious- coupled with the number or raid mobs and the increased time commitment on average per raid target- with the current server rules things will work out.
Changes to rules I feel still need some work is the FTE delay tactics- this includes "pulling" a mob to the "camp" Velious has some huge zones... one could "pull" sont to the SG zoneline as a legit "camp area" and it would take quite a while- 2ish minutes should allow any mob to be pulled, and yes this would mean we would have to adjust where we pull some mobs to etc.
Sont shouts FTE = X of Guild = Y
2-3 or whatever min later if not fully engaged (I say having active combat, mob is hitting and getting hit) he will port back to spawn and memwipe...or for more fun have him DT the puller and anyone else on agro and then go port back to spawn :-P
But in reality the rules we have are good, sure there is room for tweaks- but with an adjustment in variance and increase in parallel spawns we all will have a better "raid scene" to look forward to come Velious.
Let’s go Velious!
----------
tl:dr version:
come velious remove variances down to 3 hours
tweak FTE message and FTE delay tactic / pull tactic rules
enjoy mobs
make snow angels in velious
I have been around forever, I have been fairly active in the raid scene for many a year and have seen many sides, many issues and a ton of back stabbing, rule manipulation and other fun stuff that is the history of this server.
To those that think that any one guild currently is "responsible" for the "current state of the raid scene" - you are poorly mistaken.
Its not "the current" its the forever-been raid scene of this server and 90% of the classic servers- to those that came from "Carebear" or "rotation" servers - do understand that is not the norm on live, nor the norm for the cutting edge guilds servers on live etc... and most of the "raid minded" population on p99 come from the non rotation-minded servers and population.
Where we are today is from people wanting to be the best, stay the best and see victory- and from what I have seen over the years there are two forces- IB and their counter forces that have merged and changed over the server history- such as DA Fusion and now TMO.
The struggle always puts someone on top, even if its a small margin, and those below fight, push and usually manipulate (the staff, the population etc.) into gaining an advantage to try and overtake whatever side is currently on top.
This struggle is not going to go away ever, unless competition is destroyed by the staff and either one primary guild is handed the keys- or everything is handed out by whatever random system "the community" creates that in the end just ends up saying "put it no effort get X mobs...or well put in effort get X+1" rather than let competition sort things out.
Another factor is that many "casual" people are hitting the "max" of gear, level, and stuff to do because we have been at kunark so long- they then look to see what "more" there is- and cannot enter the raid scene because of whatever reasons...they then think back "I was casual on live, yet I got to kill raid mobs every now and then!" and it was true...but what era?
Classic and Kunark really supply low levels of raid content when you compare it to what Velious has to offer.
---------here is my idea and 'solution' to the issues...come velious-----------
To me, variance hurts the "lower" guilds, they do not have the time, players etc to do the tracking required nor the response time needed to then get on and engage those mobs.
We do not need any more of a complex engagement system other than FTE - if anything we need some leapfrog rules- but ANY time you start to make those you slip back into "what’s a force" and "well my 12man team can kill X mob but we take forever to clear there- so that 40man force should just sit there and wait." etc etc etc
Variance does not help the lower guilds as it places mobs more at a -one-at-a-time- spawn cycle.
Why are "server repops" so nice? because there are parallel spawns- large variances like we have (not classic) hinder parallel spawns.
With the introduction of Velious most of the high end raiding priority targets will shift to Velious, keeping epic gods in the crosshairs as well as one or two in VP. If mobs are kept in a current type of rotation targets will get into a one at a time spawn cycle- again allowing one or two large guilds always make those spawns and take them out
If the variance is removed, or lessened with no extensions etc come velious we will see more parallel mob spawns- couple that with the need to clear and increased encounter time commitment we should see the availability of other spawns to more guilds at more times through the normal spawn cycle.
Example: Server repoped Friday and everything was killed within 3-4 hours with both the large guilds and many smaller guilds taking down the entire raid mob population.
come respawn time - yes we know everything is going to spawn... but if you are sitting there ready to do the AoW cycle you have dedicated to that time frame, then Dain spawns... you then must finish or abandon what you started and move and prep to Dain- all the while all other timers are starting to go off and spawn... etc etc
I believe a small 4 hour or so window is all we will need in velious- coupled with the number or raid mobs and the increased time commitment on average per raid target- with the current server rules things will work out.
Changes to rules I feel still need some work is the FTE delay tactics- this includes "pulling" a mob to the "camp" Velious has some huge zones... one could "pull" sont to the SG zoneline as a legit "camp area" and it would take quite a while- 2ish minutes should allow any mob to be pulled, and yes this would mean we would have to adjust where we pull some mobs to etc.
Sont shouts FTE = X of Guild = Y
2-3 or whatever min later if not fully engaged (I say having active combat, mob is hitting and getting hit) he will port back to spawn and memwipe...or for more fun have him DT the puller and anyone else on agro and then go port back to spawn :-P
But in reality the rules we have are good, sure there is room for tweaks- but with an adjustment in variance and increase in parallel spawns we all will have a better "raid scene" to look forward to come Velious.
Let’s go Velious!
----------
tl:dr version:
come velious remove variances down to 3 hours
tweak FTE message and FTE delay tactic / pull tactic rules
enjoy mobs
make snow angels in velious