Quote:
Originally Posted by DeathsSilkyMist
[You must be logged in to view images. Log in or Register.]
Unfortunately it's almost impossible to pull off what you are asking. Competition has winners and losers, where-as rotations do NOT have losers. Once you try to add the concept of losers back in to rotations, you basically just end up at competition again lol.
The only thing I could think of would be to revert the game to the way it was before. Whichever guild gets the mob first gets it. There are no bag limits, rotations, etc. However, you would have a "consolation prize" for the guild that came in second. They would get to pick one piece of loot after the winning guild got their top 1 or 2 picks.
However, I think that is a bad idea, because it would be hard to determine who was in "second place", and there would have to be some criteria to prevent a lazy guild from just loot training the "consolation prize". You would need to be able to disqualify the losing guilds from the "consolation prize" if they did not try hard enough.
There is a reason why games are either competitive or rotated (instanced). You just can't really mix them due to their antithetical natures.
|
While I appreciate your staying on topic, I disagree with "Competition has winners and losers, where-as rotations do NOT have losers".
I mean, c'mon: I gave a very clear example in my initial post of a rotated system with "winners and losers". And I came up with that in five minutes, just to get the ball rolling.
It's not my fault y'all have a serious lack of imagination ... but competitive rotations are absolutely possible.
[You must be logged in to view images. Log in or Register.] Try being creative instead of repeating the same tired arguments over and over (and that's addressed to everyone, not you specifically Deaths).