Quote:
Originally Posted by Daldaen
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What I am saying is, no, your guild of 25 players, should not have a single slot on Trakanon if you can only kill him between the hours of 6PM-10PM.
If you want to kill Trakanon, and you want to stay in your guild of 25 players, then enter an alliance and kill it together whenever it spawns (and all the allying guilds drop to the bottom of the rotation on a successful kill) or share a single rotation slot among multiple guilds.
The alpha version of the rotation had what you desire. Guilds who only killed mobs during their desired 6-10PM windows were able to declare "Blackout Hours". Which meant if a mob spawned in an hour not favorable for them, they were able to hold their top spot on the rotation, then the responsibility fell on the 2nd or 3rd guild in the rotation to kill the mob. Some spawns would go 2-3 spawns with it spawning at crappy hours and then they would keep staying at the top of the rotation until it spawned at a good hour for them. That was absolutely fucking retarded and unfair to the other guilds who had to take those shittier hour respawn.
This server will never be favorable for what you want to happen. Never will you be able to just get a mob to spawn at 3AM and wait until 7PM when everyone is home from work to kill it. You can either get bodies to kill it at around 6-9 AM (3-6hour was about the maximum the previous system allowed) or you can not kill it by then but drop to the bottom of the rotation due to missing your kill.
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But again you assume there are alliances to be had indefinitely. If I want to ally with someone but no one else wants to because they are either locked out or don't want to use up their slot, are you saying I shouldn't go after Trak then? If you say that, i understand where you're coming from, and don't begrudge you. And I hope you understand when I decide to FFA Trak the moment it spawns during the time my people are on. Soon enough that leads to a poopsock situation.
Basically I just think a rotation is not sustainable if entities capable of killing a mob exist but are not able to actually get kills because of rotation constraints. So for any ruleset to be sustainable, it'll have to prevent those situations.
Why do you even care about alliances? If Guild A has shown it can solo kill Gore, and guild B has shown it can solo kill gore, why do you care if they help each other just because they can't solo kill gore 24/7?
Also rotation alpha does sound retarded, not at all what I want. I think at the end of the day you are always responsible to find a way to take down your mob during your slot (alliance or otherwise) or rotation moves to the next guild. And failing twice means you lose your slot (as I mentioned). The only exception would be under my ruleset if you allowed a guild not on the rotation to kill the mob instead. The reason being that I like to incentivize allowing new guilds onto the rotation without forcing them to compete (class R through and through :P)