The issues that generally exists with rotations are that they tend to operate by consensus which can be difficult to implement, they lead to inevitable bloat, and there tends to be a gatekeeper effect should the bloat be tackled. I was hoping to develop this idea more before bringing it up publicly, but I don't see the harm in doing so. Much of the tension throughout the life of the server has been the casual versus hardcore debate. It seems like the pendulum is swinging drastically in the other direction now.
My personal belief is that any system implemented should respect both sides to a fairly equal extent. I personally play the game for the thrill of racing to FTE a dragon. The rush and unpreparedness aspect makes the game exciting to me. However, I respect that the individual with a family and a demanding job also wants to experience at least a portion of the end game.
Basic Idea:
I think hunting limits for each guild would be an excellent solution, but it would work best with the introduction of simulated patch days with the variance remaining intact and the simulated patches being more strictly controlled in favor of lesser guilds.
Example #1: No guild may kill more than, say, 10 targets each week. the week begins on Sunday and ends on Saturday EST. However, simulated repops are treated differently in that they are 1) announced 24 hours (or something) ahead of time 2) the hunting limits FOR THAT REPOP are 4 targets (or whatever is reasonable) per a guild. On a repop, no one guild may kill more than two targets that they kill on the previous repop.
The benefits for this system are that it still encourages competition for the hardcore crowd during the normal hours of the server while maintaining a regularly restricted environment wherein the more casual players can be guaranteed a fair and reasonable chance at content. If a guild wants to spend hundreds of man hours tracking, they may do so and reap a very large benefit during the normal week. During a repop, they are restricted to a small amount of high-value targets, and those targets will change somewhat between repops.
Example #2: During the week a guild gets 10 targets and stops raiding. All other guilds are now free to take whatever targets they want without the pressure of the top guild hanging over them. Repop #1 occurs and the top guild takes out Trak, VS, PD, and Faydedar. A new week happens and the top guild resumes raiding to its maximum on any 10 targets. Repop #2 occurs and the top guild can kill 4 targets, but only TWO of the previous four from repop #1.
Conclusion:
This system simultaneously promotes two environments where both hardcores and casuals may see content. There is no oversight in determining who qualifies for a rotation, and no consensus or community input is necessary in running the system. It is self-enforcing, and minimal intervention is needed by the server staff to keep it operating. The key is that both camps (hardcore/casual) receive equal respect in that hardcores may "earn" greater rewards whereas the casuals are strongly protected thus ensuring they see certain content.
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Xasten <The Mystical Order>
Frieza <Stasis> 1999-2003 Prexus
"I am the way, the truth, and the life: no man cometh unto the Father, but by me." JOHN 14:6
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