1) What's the downside of saturating the server with Kunark raid loot? Velious beta is soon, and when velious is fully out this stuff becomes relatively unimportant.
2) reducing spawn times + a long term play nice policy = more fun for all, including those at the top.
What if we allow raid targets to stay up for 1-2 hours after spawn (details to be determined). At this point, all guilds currently present in zone get a single shot at the target in reverse order of having previously killed said mob. /ran 100 if two guilds haven't killed it before. When your turn comes around, you've got 10 minutes to organize and engage.
So you'd have to get there with a sufficient raid force (still requires a bit of tracking/batphoning, but not nearly as intense). Attempts would be fairly evenly split amongst the top guilds, but theoretically any guild could make an attempt. With increased spawn rates, everyone would benefit (well, TMO wouldn't give up as much as they stand to with other plans).
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Winga - 59 Barbarian Shaman <BDA>
Hairyporter - 29 Halfling Druid
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