View Single Post
  #57  
Old 06-22-2010, 10:41 PM
Cyrano Cyrano is offline
The Protector of Sunder


Join Date: Feb 2010
Posts: 939
Default .

Couple things to say here:

1) Whoever called that guy a flamer for saying Suicide Kings as a loot system was flawed is missing the point of why the original Suicide Kings was developed in the first place. Later in EQ, and notably in WoW, guilds must clear through various easy targets to get to the "good loot bosses". Guilds that use DKP often had to deal with upgrade attrition due to people hording DKP, thus rather than helping themselves and the guild by taking minor upgrades they would let items rot in order to maintain higher DKP ranking. Suicide Kings offset this by not punishing the lower value members on upgrades, if you're at the bottom of the SC list why not take every minor mainset and offset item right (whereas in DKP you could go into an endless hole)? Once you catch up in gear you can start biding your time to climb up the list.

The reason Suicide Kings is flawed for this server is because we do not have that attrition with raid mobs. We currently have a handful of targets with two tiers; Gods/Dragons on the upper half and Draco/Maestro on the lower. As such, there are a ton of people fighting for a few things whereas Suicide Kings was meant to get people to take items who NEEDED them, not determine who should lay claim when multiple people or groups were arguing over said claim.

2) I have yet to see a PUG legitimately compete for anything on this server. As it stands now if you guys wanted to make a 200 person pug to camp something you could do it, there is no room for that on this form of Suicide Kings.

What this tells me is that people championing the PUG corollary need to realize that your time will come (as has already been stated) when the raiders move to level 60 and go after Kunark and Velious. Do you really think IB and DA will spend their time competing for Maestro/Draco or a level 52 capped Naggy/Vox?

3) This is a rotation whether you want to admit it or not and completely takes out the competition aspect of it unless there is certain collusion leading to the FFA scenario which, by your standards, is against the rules. Going forward with the collusion, if IB or DA can do certain mobs with roughly 20 people and we now have 40+ active members, why shouldn't we be able to splinter off into two guilds? Why is a guild merger considered acceptable but a separation is not?

4) What we need are less rules, not more. This system will lead to more waiting, arguing, and ultimately less killing all in the name of what? Keeping a headache for the GMs? I have a solution for the GMs - STOP LISTENING TO PETITIONS OR COMPLAINTS ABOUT PLAYER RULES - if there isn't blatant training, ksing, or cheating the GMs really shouldn't be involved and those going to pester them should be ignored. If you want to talk about saving GMs time, think of all the finger pointing that will go along with issues of collusion for SC. According this system GMs will check logs and parses... we know the nature of the server so who's going to stop everyone from pointing fingers anytime a boss is up? And then what happens when the GMs become disconnected and stop enforcing it and true collusion runs rampant due to their lack of involvement?

5) The time constraints are ridiculous. Two hours to clear Naggy or Vox? And who is going to be there to police whether or not the guild attempting a target is compromised of the correct percentage of members? What's to stop a guild from simply tagging random pickup people to keep their side of the deal kosher?

Asto you know I like you, but this idea is not a fit for P99. We simply have too many knowledgeable players with a wealth of experience. In my opinion who gets what mob should come down to dedication; not a pseudo-rotation. Currently dedication is measured in time sitting a mob, will that change? I imagine it will, but this doesn't seem to be the answer.