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Old 09-08-2014, 04:06 PM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
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Quote:
Originally Posted by Hitpoint [You must be logged in to view images. Log in or Register.]
I think selos at the zone line is a much better alternative. It removes the randomness/luck factor. And there's actually a little bit of strategy involved, like which path to take, etc.
Problem with this is where is the start point. People push every boundary on this server to gain the smallest edge.

Watch people who are waiting to be CotH for example. Many of them auto run their character into a tree, wall, corner, etc. The way the Mage is facing so that they are literally hitting the ground running.

You change it to a selos race, it becomes bards creeping up. There isn't any way to contain it so that everyone starts at exactly the same point. Zone line is sort of amorphous. Cause in a race like this even a few feet are the difference between FTE and no kill. So in VS you can say zone in. Then you have some bards at the zone line some touching the wall looking at the moat/castle, one who is killing the entry two mobs and when it spawns that bard takes off and wins FTE.

I am just hesitant any amount of rule changes can make the raid scene less poop socky. What would be more preferable is getting tiers of mobs to spawn simultaneously, and variance reduced.

Drop down to a +/- 2 or 4 variance. Then when the first mob from Class R or Class C or FFA or VP spawns, they all do. If your guild is fast and efficient, you can snag up many of the kills. If a guild wipes that delays them and may cause them to lose further kills, whereas currently it's rare that a wipe on one mob makes you lose another cause they spawned closer together.

It would encourage a nice balance of hurry up and engage with what we have now, and don't mindlessly Zerg cause wiping means we lose not one but 2 or maybe 3 mobs by the time we recover.