I, personally, prefer the variance system. It can be hard to play EQ when RL commitments come into the picture and even harder still to assist in tracking and killing boss encounters. However, this is how it SHOULD be. I do not expect to play ball when I can't get to the game.
Even though this is a game, you can apply some real world concepts to it. Whether it is used to describe economics, biology, or p99 raid kills, the phrase "survival of the fittest" has some meaning. What you are witnessing is a guild who has adapted with the current ruleset. IB is not the only guild that has done so, but they also, currently, have the best setup when it comes to spawn response time.
That being said, you should expect any other guild that wants to kill bosses to do one of two things. Either said guild will assess their own situation and adapt to the current ruleset, ensuring they have a higher chance at boss encounters, or they will become complacent with the fact that they will not get bosses. It really is not that difficult of a concept. Divinity assessed its situation as soon as the variance system came out and will continue to improve.
When I read these boards, the one thing that I see is a lack of foresight. Good things take time, commitment, and a little blind luck. Divinity has worked very hard to be where it is right now and we are looking forward to gameplay throughout Kunark and into Velious. While we enjoy the shots we get at bosses and the competition that comes from them, we understand that this server is in its infancy. We are building an empire(although some would call it a republic), which will take time and commitment to reach the level of success that we expect from ourselves.
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