Something like an FFA with first 15 to aggro could work in theory, but you'd have to keep the spawn variance as is to deter the camping. If you decreased spawn variance it would benefit those that have been there for days due to less need for mobilization. It essentially boils down to a race between getting back to your PC or another guild mobilizing a 15+ raid force and getting to the target. My bet is that the campers will probably win out.
Divinity has called timers on guilds and it has been successful. Right now, though, guilds engage targets with 40+, 50+, even bordering on 60 players. The chance to fail on something like naggy, inny, or CT with that many people is damn near null. Depending on the target, it's practically not worth calling timers at all. The only two exceptions I can think of maestro, vox, and perhaps draco. Essentially a single dragon, and even then if the guild has resist gear and the proper tactics it'll be a very slim chance of a wipe.
If the spawn variance were any smaller (say it were 12 hours) it would be advantageous to any guild that sits there for 12 hours. Thus the only deterrent against camping would be leaving the same variance, but even then you're not guaranteed that guilds won't camp, because it does still give them a slight advantage. Also consider that in a rush to engage the target there inevitably be training, jumping, and other foul-smelling business. Thus my issue with FFA is the same as the GMs; it WILL ultimately make their job a living hell.
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