Quote:
Originally Posted by Frieza_Prexus
[You must be logged in to view images. Log in or Register.]
I played on Prexus which had a complex and well-enforced rotation system, so I'd like to think I speak from a reasonably informed position.
Rotations are sustainable only between guilds. Prexus' rotations came down because a council enforced them, they grew to absurd size (15+ guilds on VS), and people finally had enough. If rotations of any type were used here, they'd have to be fairly limited in scope and would likely only be agreements between TR & TMO. They'd probably be something like 5 hours of uncontested rights to that mob by the other guild. Divinity, BDA, VD, etc., not being part of the agreement, could snipe the mob which must be defended by TR or TMO. The only way a 3rd (or 4th) guild could get into the agreement would be to snipe enough kills from both guilds so that they'd acquiesce. Given this server's history, I find it unlikely that a 3rd guild could be that much of a thorn rendering this tangent academic.
Whenever I hear people bring up rotations here they seem to always assume that it's all or nothing. That the GM's must be involved, that just anyone can apply, and that all mobs must be on it. A rotation is simply one tool used to reduce (not eliminate) certain aspects of competition to give the human beings behind the keyboard breathing room.
I strongly doubt we'll have a rotation for anything other than VP (see below), and we probably shouldn't. Despite TR/TMO clashes, most of the current content is actually handled reasonably well.
Regarding VP, this will depend largely upon how the variance is implemented inside the zone. I personally dread the idea that a full 7 day 48 hour variance will be in effect in VP. The zone is difficult to get into and out of. Characters will be forced to camp inside the zone for weeks at a time at all hours of the day 24/7. That will lead to some damned fast burn out.
Rotations are a balancing act between the fun of racing, and the not-fun of being on call 24/7. I think the mechanics of VP lend themselves exceptionally well to a diplomatic solution, and I would be exceptionally pleased if the leadership of both TR and TMO recognized that and agreed to trade off that zone and only that zone. Hell, you could even make Phara`Dar separate. If by some miracle a gentleman's agreement was reached for VP, the devs could even eliminate the variance for that zone and make it all repop at the same time or something like that.
TLDR: Rotations fail when they're allowed to become just as convoluted and stupid as a pure FFA situation. There is a real middle ground to be had, and I am hopeful that the leadership of both TR and TMO recognizes this.
-Xasten
|
This is exactly what I mean by making the rules to complicated, keeping things simple and followed to a "T" is the only way it would work here, muddying up the rotation rules is just the same as grieving. anything under 12-24 hrs is unreasonable for a legit rotation that would have staying power, enless a few certain guilds start thinking selfishly because the mob is sitting up and they can put up the numbers to kill it right that second. An easy answer for said guild if a rotation is set up is sorry, check the list and contact that guild rep for more details, or be on your way.
Also, a rotation for VP really isnt needed, TR and TMO have a massive head start on keys and key classes needed to enter and clear, so that part of the rotation discussion would be in the rotation counsel but obviously those 2 would determine what they wanted to do, in or out of counsel.