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View Full Version : Raid Mobs = Highly Addictive Substances


Solb
02-23-2014, 12:52 AM
The forum drama revolving around raid mobs is pretty staggering, I would hate to be Rogean or Sirken, or any of the guides that have to actually try to monitor the raid guilds and their behavior.

My thought on this is, why not just make these raid mobs totally random in spawn time? No set time, that way they simply cannot be cheated. If no time is known for the spawn, how could people park at a certain zone waiting for the pop? I don't see how anything else could fix this issue.

I only have some concern because if I ever were to raid, I would hate to have to be involved in this raid scene as it stands now.

As it stands, these mobs are like having a bag of coke set at a certain spot daily, with a bunch of addicts expected to follow "play nice" policies in regards to who gets it. It just seems like an impossible situation to expect players to not try to exploit whatever policies are written on the rules of engagement for raid mobs.

Pheer
02-23-2014, 12:53 AM
people tracked for 4+ days straight during extended variance windows and you think nobody would park or track 24/7 for a random spawn time?

Solb
02-23-2014, 12:58 AM
I don't know. At least random spawning would eliminate the knowledge of when the mobs were due to spawn. I think it's impossible to expect players to abide by policies though, regarding raid mobs. Look at all of the violations of the new policies, and all the drama revolving around raid mobs.

Swish
02-23-2014, 08:02 AM
http://i.imgur.com/IFfLlN9.gif

Solb
02-23-2014, 09:50 AM
http://i.imgur.com/IFfLlN9.gif

^ lol. Do you make any of the gifs you use Swish, or do you just have some infinite cache of them somewhere on the interwebs?