For a long time i've stumped about two very straight forward ways to address this issue. I also think we're thinking if we provide a simple solution (like change the spawn variant to 3 hours) that it will provide with a simple straightforward in game change. But predicting what people will do is not simple and this is not facebook analytics where they have a team of research professionals to test the different variants and their result on the behavior of humans..
So here are my two ideas that I think would work best if implemented together, but could still have a meaningful impact even if only one was in place. I only kept three things in mind when thinking of this.
1. Equity of raid targets for all guilds wanting to raid
2. Maintaining competition on P99 that has been a hallmark of this really hardcore community since the start.
3. Be able to create a space for being able to have dragons raids that are all about fun and connecting with your guild.
#3 Is something i really miss about live i haven't found here yet. On Povar we did a rotation for a lot of raid mobs. If we didn't Triton could've just stopped any guild from getting any VP, NToV/Kael/DN, VexThal, and PoTime loot all the way through those expansions. But, we didn't do that and when it was our weekend in NToV, we'd all get snacks and settle in for those epic crawls and have room for new tanks/pullers to test their chops. It was more of an event than a bodily sacrifice for loot that we do here.
So here are the two ideas that very few of you have made it far enough into this post to read =)
A simple rule based only solution is a tag limit for each cycle/month
Argue the numbers how you like but IMO it's
1 city leader(dain/yeli/KT), (two a month)
14 dragons (all world, max 10 in velious - only get hosh or sev not both)
1 of the following AOW(including statue)/vulak/doze (3 a month)
Tunare always ffa because of the clear means you earned it.
BUT...if we ever seriously consider changing the game fundamentally by timers, I'd argue a better solution would be to add instanced raid zones. All instances would be guild based so they would not require raids and so members of other guilds simply could not enter the instance (yes this is possible). They would have 1 month lockout timer that does not go away if you changed guilds. Perhaps make instance dragons drop 1 loot, open world 3 so keep the value of the open world mobs. Maybe even no Vulak in instanced ToV, i'm sure there are many ways to balance it.
Right now if a new guild actually wanted to gear up together and make it into high end raiding they couldn't unless instead of raiding for a year they spent their time farming to buy raid gear. Then they'd be able to maybe start competing for high end targets, but , there's no way to for a new guild without a core player base of already geared toons can break in as a group.
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