Quote:
Originally Posted by Vexenu
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The rationale behind having a small window of variance is to prevent a single guild from locking down spawns at off-peak hours, which would allow them to kill raid mobs with little to no PvP competition. This is basically what happens on Red now. With a 6 hour variance in place, if a guild kills Trakanon at 11 A.M. EST on a Tuesday, he could respawn at any time between 11 A.M. and 5 P.M. Friday (as opposed to respawning precisely at 11 A.M. again on Friday, 72 hours since the last kill). Then if he is killed at 4 P.M. on Friday, he could respawn at any time between 4 P.M. and 10 P.M. Monday, and so on.
The devs could tinker with this variance a bit to make it better. This is just a rough idea. The most important thing is simply having something in place to prevent raid spawns going uncontested due to being locked down at off-peak hours. This server needs to have raid spawns decided by which guild/team can kill their rivals, not which can avoid PvP because they lock down every raid spawn while their enemies are at work or sleeping. This is one of the most important elements to get right for drawing in disillusioned Blue players, who are sick of TMO dominating the high end game there, and would jump at the chance for real and direct ingame competition for mobs through PvP rather than by tracking and batphoning.
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Except all mobs are up in prime time now on R99 and have been for months.
Blue has proven that variance does not allow for other guilds to kill raid mobs.