Quote:
Originally Posted by Daldaen
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Your idea seems unnecessarily complicated.
Agreeing to drop every guild, who gets a lockout on a mob, to the bottom of the rotation is extremely logical. You ally up to kill a mob, you get a lockout, you drop down.
If you don't have a raid force 24/7, that is part of being in a casual guild. You need to be willing to accept allying on harder mobs like Trakanon or Cazic Thule when they happen to spawn at 3AM. Or you need to be willing to recruit more or merge to foster a large enough attendance 24/7 to kill mobs solo if you wish to occupy a solo slot on each mobs rotation list.
Guilds being allowed to ally, get a kill, enjoy the experience of that raid, get some nice loot/epic pieces, then a month later, having moved from slot 3 to slot 1 in the rotation and getting to kill that same mob, twice in the time many other guilds who kill it by themselves, kill it once.
The gatekeeper situation and the 1 hour to kill were retarded. On at least one occasion BDA didn't meet the 1 hour kill timer on a 7AM Gorenaire (after wiping once with a force of about 25). Taken ended up killing it probably 90min after spawn I think.
[Mon Mar 02 07:29:36 2015] Welcome to EverQuest!
[Mon Mar 02 08:31:32 2015] You have slain Gorenaire!
That being said. FFA and 1 hour to kill are HUGELY different. Having to sit and stare at a wall for 16 hours with a mage + tagger + extras, vs. Checking track every 30min and batphoning to get a force present. VS died within 3 minutes of spawn and was FTE'd within 15 seconds of spawn today when FFA. Having an hour is a vastly different situation. 3 Hours until the rotation is void is more than fair enough (which is what it used to be)
The sharing list wouldn't be 10 guilds if those who allied dropped to the bottom... At least not for mobs people care about. Draco/Maestro/Talendor may be 10 deep.
One thing that would make Class R super cool, is if Class R spawns could have their variance reduced down to 1-2 hours (if it won't make it go away entirely). Make it MUCH more palatable for Class R guilds. Either by having Rogean code the variance to be based on the class the mob will spawn in next. IF Class R -> 1 hour, IF FFA -> 4 hours. IF Class C -> 96 hours. Or have Sirken go and look at the 4-5 Class R mob's tentative spawn times and post a 2 hour window.
Cause Variance is retarded.
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Logical or not, if a smaller guild can't get an ally because a larger guild doesn't want to give up its spot, and misses it rotation slot and has to wait a month, that guild will start wanting to break out of the rotation. Just imagine a guild that has a raid force for maybe 4 hours a day. Unless the rotation slot affords them a 24 hour window in which to kill, without alliances FFA begins to look better than the rotation. Only 17% chance that the mob they want will spawn in their window, and a month's wait if it doesn't. It's not that the smaller guild itself may not want to do it, but other guilds who could serve as allies for a particular kill may not. And again, the goal of a rotation agreement is to make FFA Class R worse for everyone involved. Not allowing people who have ALREADY PROVEN they can take down a mob on their own doesn't accomplish anything other than trying to force them to have a larger guild that spans more time zones. For many guilds, FFA Class R is more appealing than that.
The ruleset we had regarding guilds holding slots was super simple actually. Much simpler to the type of stuff generated by this server anyway and especially those proposals by BDA :P
0. If not on rotatoin for a mob, try to FFA it to your heart's content
1. Kill mob solo (or as a raiding alliance of many guilds), you (entire alliance involved in kill) are now bound by rotation and have earned a single slot. Each player and guild can only be in one slot for each mob.
2. Once on rotation, kill mob however you wish, with whatever guilds you want. You earned it!
3. Fail to kill a mob twice, your slot may be revoked, you're back to FFA status if that happens and may attempt to get back on the rotation at your convenience.
The rules play out nicely because there's incentive for big guilds to WANT to keep small but capable guilds on the rotation (or else these guilds can FFA), but raiding entities that are not capable of solo kill do not get a slot. Essentially, the moment a raiding entity becomes capable of killing a target it becomes bound to rotate that target, and prior to being able to kill said target solo it does not take any loots. If it becomes unable to kill that target it drops out of the rotation again.