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Old 12-12-2013, 10:39 PM
DrNarcisse DrNarcisse is offline
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Quote:
Originally Posted by Something'Witty [You must be logged in to view images. Log in or Register.]
Two things:

1) The part in bold: It sounds like a lot of PvP and maybe some fun will be had, on both sides.

2) The part underlined: So how is that any different then having variance on each spawn? It makes me think that your crusade against variance is nothing more than an attempt to grief Nihilum from wherever you got banished to.


Again, I purpose this scenario as compromise between the two camps. Neither side gets everything that they want.
Dude, really? You don't see what's wrong?

ok, in #1, lets assume you get some pvp. So what? Lets say those 3 days are the most exciting days of PVP on the server. It's like going back in time and playing EQ in the clouds! Awesome pvp, awesome time! What happens the following week? Oops. Now you're back to static spawning mobs that will be up in 168 hours precisely. Do you know what's going to be waiting for you? The DKP machine, 60 level 60s. Do you think pvp is going to ever happen again?

Do you know why you think point #1 brings pvp? Because it would. Do you know what the mechanic behind it is? It's variance. That's the variance aspect of your idea. What ruins it and stops the pvp? non-variance. Do I have to keep explaining?


Your second point, #2, I'm not sure what you're asking. I gave you a best case scenario for your plan, which is somehow a magical group of players forms up and is able to kill a couple raid mobs in your scenario. That's the best case. I think the most obvious case is that no one would even show up to PVP, I mean what has really changed? You've added variance for a sole week, one lousy spawn. Everything will be back to business as usual by the following week or a couple weeks after at most. So why do we bother trying to mount up to compete when nothing, not one single thing, has changed to the core problem of the server policy? In addition, this is not anti-Nihilum, it certainly is anti-Zerg. Non-variance strengthens an already incredibly strong zerg. The zerg already rules by numbers, non-variance allows you to doubledown on that because you know exactly when the mob is up, and you position your zerg to defend against any competition.

I mean ask yourself, how can you compete against 60 level 60 players? The only way is to out recruit them and become the zerg yourself. That's what non-variance leads to. 18 months of data has proven it. Variance (as you aptly say yourself) will likely lead to PVP, and you're only talking about 3 measely days in your scenario. My scenario is variance 24/7/365, 12hour windows where mobs will be pingponging across the week and hour, allowing multiple types of guilds to compete. I don't doubt that Nihilum will remain on top, but they will have to earn mobs that they plan on farming.
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The best time to implement VARIANCE on Red99 was 18+ months ago! The second best time to implement VARIANCE is RIGHT NOW!
Stop giving the zerg complete control of the server and allow other guilds to be built. Server policy is ruining Red99 end game, only Sirken and Nilbog can fix it!
Last edited by DrNarcisse; 12-12-2013 at 10:48 PM..