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View Full Version : A somewhat complex raid scene proposal


Castigate
01-01-2014, 04:04 PM
Hopefully if nothing else, some of the ideas presented here can be applied to other proposals to help this reach a conclusion.

So with all the other ideas floating around I decided to try putting together a raid tier system that could make guilds at all levels at least somewhat happy, or at least less unhappy than other ideas. Numbers are negotiable and mostly based on my own approximate judgement.

First off this system would group what guilds may kill into tiers, the tiers of mobs would be as follows. I've also included a rough estimate of the total spawns that will occur in any given tier. I did not include the Noble cycle in sky because it seems something else may be in the works for that, and regardless it's not that difficult to add.

Tier D: Lord Nagafen, Lady Vox, Maestro of Rancor, A dracoliche, Talendor, Gorenaire (35-40 spawns per month)
Tier C: Innoruuk, Faydedar, Severilous, Venril Sathir, Cazic-Thule (20-25 spawns per month)
Tier B: Trakanon (9-10 spawns per month)
Tier A: Phara Dar, Silverwing, Hoshkar, Nexona, Druushk, Xygoz (20-30 spawns per month)

Guilds would be divided into essentially matching tiers based on the following system, all mobs would be up for competition based on the rules provided.

Pick up raids/Casual raids: 1 rotating Tier D spawn per week will be reserved for non guild run fun raiding. Non competitive guild members will be preferred for both entry and randoms on loot rolls. Sensible maximum raid sizes will be determined based on both interest and keeping the encounters interesting.

New raiding guilds will start in Tier E. A guild in this tier may kill 1 Tier D mob in a month.
Once a Tier E guild has killed 1 Tier D target they are moved to Tier D the following month.

Tier D: May kill up to 9 Tier D mobs in a month, may also kill 1 Tier C mob.
The first 10 Tier D spawns per month will be reserved for guilds in Tier D.
After killing 3 Tier C mobs, a guild is moved to Tier C the following month.
Must kill at least 2 Tier D per month or fall to Tier E.

Tier C: May kill up to 10 Tier C and 10 Tier D mobs per month, may also kill 1 Trakanon.
The first 10 Tier C spawns per month will be reserved for guilds in Tier C.
After killing 2 Trakanons, a guild is moved to Tier B the following month.
Must kill at least 2 Tier C mobs per month or fall to Tier D.

Tier B: May kill up to 5 Tier B mobs per month, additionally may kill up to 6 total mobs from Tier A, B, C, or D
The first 5 Trakanon spawns per month will be reserved for guilds in Tier B.
After killing 1 VP mob, a guild is moved to Tier A the following month.
Must kill at least 2 Trakanons per month or fall to Tier C

Tier A: Unless uncontested, may kill up to 21 VP dragons per month
May kill up to 6 total mobs in lower tiers per month.
Must kill at least 2 VP mobs per month or fall to Tier B

No guild in Tier C or D may kill more than 3 of the total spawns of a single 7 day mob in Tier C or D in a month. No guild in Tier A or B may kill more than 1 spawn of these mob per month.

Guilds who don't wish to compete as heavily may "reserve" 1 spawn of an individual mob at the cost of 4 of their same tier kills for that month. Tier A mob reservations will cost 20 of a Tier A guilds VP kills. Reserved mobs will be left up a maximum of 12 hours before other guilds are free to engage, mobs left up in this way will still be charged the full cost.

If no guild has the points, or wants to spend the points to kill any mob remaining late in the month, it will be given to PuG raids in addition to their 1 weekly mob.

A council of guilds from all tiers will meet regularly to further flesh out rules and ensure things run smoothly. Exact numbers can be adjusted over time by guilds involved. The council would also hash out how nicely competition is run on each tier.

This system would also provide a framework for guilds to trade mob attempts without them being counted against tier advancement, however I think that would require oversight of the guild council.