Quote:
Originally Posted by Abacab
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I don't think that's the case, we have had 13 in a zone before IB has had 10 on many instances, but we wait around for 15 before we engage so we're just shouting in guildchat "GET TWO MORE, GET TWO MORE" instead of just being like we have 13 let's kill this dragon...
in the end you get 15 in the zone and we still have the 13 so we have to call 30 minutes on you, when we should've just started clearing giants. If you think we can't take Vox or Nagafen with 13 or 14 you're undercutting our ability, because I've spoke with Otto who agrees that IB can kill a mob with less than 15.
So I'm contesting that this 15 in the zone, 30 minute timer just inhibits many guilds who can't get that 15th member in the zone so it stunts them because the moment the opposing guild gets 15 we can't touch the mob and we have to call 30 minutes.
I say if you've got a force that you feel can take an encounter go ahead and try for it, if they fail the other guild can take it. There should be no timers because those are just silly and we should just make a mad dash to get the raid encounter, and the first guild to the mob to engage the target should have first shot
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This is a problem with your guild, not the policies. There is nothing in the policies that state you have to have 15. If you have 13 in zone and can handle the encounter with that many, you should engage. Sitting around waiting for another 2 players just to meet the '15 player threshold' doesn't make any sense unless you NEED those 2 players to defeat the target. Even so, you'd be better served clearing towards your target while you wait.
What you fail to realize is that in FFA, that 'mad dash' that you describe turns into a bar-room brawl more often than not, with opposing guilds training each other, leapfrogging, and other nasty tactics. It ends up being no fun for anyone except the players who get off on being asshats. Having first-in-force policies tends to prevent that sort of behavior, yet still allows for the 'race'. It just sets the finish line at 'having a raid force in zone ready to engage' instead of 'getting the boss mob to 0 hit points'. This allows the guilds in question to actually, you know, use strategy in raid fights, instead of having to zerg everything just to make sure they get the kill shot and have enough spare players to deal with trains etc. FFA results in a completely different game and raid dynamic, one that only bullies tend to enjoy (but only when they are doing the training... they're always the first to whine when they are on the receiving end).