So then make the variance shorter? It doesn't need to be 4 days long. No variance would suck, but it would be better than what we have currently.
Quote:
Originally Posted by nilbog
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One huge difference that I've witnessed on p99 compared to my eqlive server experience is the massive amounts of players per raiding guild.
On classic live, I'm not sure if it was the inter-guild conflicts, lack of enough loot to go around, or generally wanting to compete, but there were never guilds this large.
Why so large, raid guilds?
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I'm sure this has been said but the main reason is the time investment required to compete on this server vs. eq live. Tracking a raid mob for the entire duration of its window can take as long as 4 days, whereas on Live the variance for mobs was markedly shorter if not nonexistent. One person simply can't do this alone without either (a) wasting insane amounts of time or (b) missing several hours of tracking where the mob in question may have spawned. So the easiest way to track a mob for its whole window (and therefore have a higher chance of getting that mob) is to have a large number of people taking smaller tracking shifts. This leads to larger guilds being competitively far more successful than smaller guilds.
Also, if spawn times are unpredictable then having more players allows you to mobilize faster. If guild A has 200 players and guild B has 20, then assuming players in both guilds are equally skilled and equally good at mobilizing, then guild A mobilizes ten times faster simply because they have more players. In the time it takes for guild B to get 2 players to skyfire to kill talendor, guild A already has an entire raid force.
TLDR: The variance is entirely at fault for every single problem with the raid scene, ever.
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