Quote:
Originally Posted by Fahn
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While I am not to the raid scene yet on the server. I can point out that the only way to eliminate camping would be.
1. Set spawn times that everyone knows.
or
2. A rotation or a semi-rotation similar to Suicide Kings proposal.
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Yes, #1 is very helpful. With no variation in spawn time, raid forces will not have to camp, they can just show up. However, this means that the raid mobs will be killed at the same time every week, with only an increment of a few minutes. This means that people in certain time zones just get shut out. The only way around that I can think of is to have the spawn times be a number of days +4 or +6 hours, so that they progress around the clock. However, even then, I prefer the variance, Here's an example of why:
Say on one particular Saturday... Vox was killed at 9:30am EST, Nagafen was killed at 10:15am EST, and Innoruuk was killed at 10:35am EST
With no variance, the next Saturday, raid forces could just kill one at the exact right time and know exactly how much time they had to move to the next target. This gives a huge advantage to the guild that killed the previous week who has a rock solid exact time of death.
However, with variance raid forces with some knowledge of time of death, even exact would have to decide which one they wanted to prepare for, since they couldn't be in all 3 places at the same time and the spawn windows would significantly overlap.
There is a balance involved. Overlapping spawn windows make it harder for one guild to monopolize content. Most people feel that is a good thing. To make spawn windows overlap, it helps for them to be long. However, the competing pressure is that longer spawn windows encourage camping. In the end, I thought just enough variance to progress the spawns around the clock was the best compromise. In my judgement, camping is a worse outcome than one guild using knowledge of Time of Death to monopolize spawns.
Quote:
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Originally Posted by Leokaiser
If two raids are camping, it won't matter which showed up first and spent the most time there (afk!), first try will go to the raid that acts quickest. Theoretically, one raid that camped but isn't on the ball could lose out to a raid which has only just shown up but is ready to go.
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That is exactly the point. If guild X shows up 20 min before the spawn and is on the ball, they can get the mob over guild Y who has been there for 15 hours and barely has any eyeballs on the screen cause half are afk, a third are alt-tabbed, and the rest are weary.