Quote:
Originally Posted by Nneave
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1st - I would again like to say thank you to those of you who replied in a civil manner and with information that was pertinent to the topic.
I am not going to continue to feed this post anymore since people have taken this thread and ran with it to the negative. I apologize to TMO, that was not my intention but I have no control over others.
I think TMO gets the point and they will either see the greater good or not.
TMO has valid points, whether people like it or not.
TMO has earned their way to where they are, no doubt and kudo's.
With that being said, competition means just that.. an actual worry that you may die to an encounter or lose. I highly doubt TMO has felt that thrill in quite some time.
Zerging requires 0 skill and offers 0 competition, its a tale as old as time... I have never found zerge guilds appealing no matter how much they flash their e-peens.
For the rest of you.... Do something about it.
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The major issue that nobody in this thread has mentioned (and you will never see TMO debate this honestly for obvious reasons) is that TMO is where they are because of a non-Classic raidmob mechanic that was forced on the server by the developers. This major variance on spawn time has proven to always favor the largest guilds with the most amount of people who spend countless hours tracking for those bosses, leading to an uneven distribution of loot as compared to Classic mechanics.
People tend to resent TMO because they never own this fact, instead preferring to troll and/or focus attention on their organized ground game which is in fact better than anyone else's on the server. So the reality is that TMO did not earn their spot at the top, they were the beneficiary of an arbitrary nonClassic jury-rig to win more loot than would normally be awarded to such tactics.
Rogean, the lead developer, has proposed halving the current raidmob variance, and adding simulated patch days during which most raidmobs will respawn (along with FTE shout, an unmitigated positive). The problem with this is that the solution does not seriously address the root of the problem, the variance itself. The variance is what causes the largest, most active guild to obtain a dramatically increased percentage of loot, dwarfing even their (server-largest) efforts. And the greatly increased amount of drops could easily have unforeseen negative consequences.
So basically we're left waiting on that patch right now, which as per these calculations will likely not have a major impact on the loot distribution of the server but may cause other chaos. Another 6 months down the road and there is another clamor for change, and the variance may be removed. But the development team has showed marked decrease in activity over the last year, a trend that may prove disastrous if continued.