Quote:
Originally Posted by loramin
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I'm tired of "competition vs. rotations" conversations. Fact: some classic EQ raid mobs were competed for, and some weren't. More relevant fact: our benevolent dictators for life want competition ... and it's their server.
But, what if we took a different angle, and asked: how could rotations be competitive?
As a simple example (just to get the ball rolling), what if guilds had "bag limits" on certain targets (eg. only 3 ST key mobs per week). However, to encourage competition the guild that kills their three targets the fastest gets to increase their "bag size" by two for the next week ... while any guild that gets caught violating a server rule loses their entire "bag" for the next cycle.
What other ways could you imagine "competitive rotations"? Perhaps, if we can imagine something awesome, the staff might even try it in the future.
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I think your method definitely adds a competitive aspect to rotations. I'm not sure its enticing enough to make current raid guilds see it as viable. But rotations themselves are by nature designed to remove competition.
Also, and I think this is an important detail, the top two guilds will likely never allow / agree to any form of rotation, because it directly conflicts with one of the secondary goals of killing raid mobs, denying the other guild the opportunity to collect loot.