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Old 05-10-2012, 07:45 PM
porigromus porigromus is offline
Sarnak


Join Date: Feb 2010
Posts: 225
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Quote:
Originally Posted by porigromus [You must be logged in to view images. Log in or Register.]
Another solution:

1. When raid mobs spawn they will one shot everyone unless a certain item is found to reduce their power. "Kryptonite"

2. Once a raid mob spawns, a quest to locate said item will be available via Priest of Discord in every town.

3. There could be a pool of different quest (20 -40?) that could possibly be the one that will be available at the Priest of Discord to reduce the raid mob's strength to make it possible to engage to prevent guilds from squatting at learned targets. *** Edit so there is no confusion, ONLY one quest from the pool would be available at the time of a raid mob spawn. I am not saying you have to choose from 20 quest and hope you are on the right one. I only mean you have a chance of 20 different quest being the one available at a time to prevent people "poopsocking" those targets.

4. The quest could evolve killing a certain type of mob/mobs until the item needed drops. The item wouldn't be available until the raid mob is up and the quest has become present. Once the item is found, no more can be found until the next time that quest comes available and the raid mob is up.

5. The guild who finds the drop will get a chance at the raid mob. Now that the raid mob's powers have been reduced back to normal, if that guild fails it's fair game for all.
I wanted to add to this, had a few more thoughts will on the crapper .....

The item would cast a spell for a great enough distance to reduce the raid mob back to normal.

If this was implemented I say remove variance. Every guild will know when what is going to spawn ... yet it will be impossible for any guild to "poopsock" the target. No one would know what quest will be up and it will be a race to see who can find the item needed.

To prevent exploitation, a small guild finding the item and "locking down the raid target for ever without using the item", the rare item can be found multiple times UNTIL it has been activated on the raid mob. At that point the quest is completed and the item is no longer available on quest mobs and all temporary items poof on log out just like mage summon items or even better if possible poof once quest is completed by someone

The reason for this is, we also do not want guilds to farm items to hold for future uses.

This not only stays in the spirit of competition, it avoids making raid mobs "instanced".

What do you think? Gay? Cool?
Last edited by porigromus; 05-10-2012 at 08:11 PM..