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Old 06-28-2010, 09:24 AM
Akame Akame is offline
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Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
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.
Morbid curiosity but why would a bigger spawn variance deter camping, instead of a smaller spawn variance that would shorten the length of potential camping? I don't understand your logic.
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Old 06-28-2010, 09:45 AM
Skope Skope is offline
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Originally Posted by Akame [You must be logged in to view images. Log in or Register.]
Morbid curiosity but why would a bigger spawn variance deter camping, instead of a smaller spawn variance that would shorten the length of potential camping? I don't understand your logic.
Because camping for 12+1 hours is a lot less than 4 days, and in turn a lot easier to camp thus would make people far more willing to do so. There are already 15+ people in zones now, with a smaller variance that 15+ number will exponentially increase because 12 hours doesn't look so bad anymore. The 48+/- hours that we have now is at least keeping the numbers to a minimum. Having it 12 hours (or whatever # you want less than 48) will introduce 2-3 more guilds camping in the same zones as IB/DA.
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Old 06-28-2010, 09:47 AM
Akame Akame is offline
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Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
Because camping for 12+1 hours is a lot less than 4 days, and in turn a lot easier to camp thus would make people far more willing to do so. There are already 15+ people in zones now, with a smaller variance that 15+ number will exponentially increase because 12 hours doesn't look so bad anymore. The 48+/- number now is at least keeping the numbers to a minimum.
Ahh ok now I think I got you. So you're saying 15 people camping over several days is better than an entire raid force of 40+ camping for 6-12 hours?

The collective sum of hours camped is what you mean [You must be logged in to view images. Log in or Register.]
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Old 06-28-2010, 10:08 AM
Skope Skope is offline
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Ahh ok now I think I got you. So you're saying 15 people camping over several days is better than an entire raid force of 40+ camping for 6-12 hours?

The collective sum of hours camped is what you mean [You must be logged in to view images. Log in or Register.]
Just imagine if 3 guilds were in the same zone camping Innoruuk at that 12 hour variance. Keep in mind the rules are FFA until first to engage.

Now, for anyone who agrees with these rules, would you be able to truthfully tell me that you actually think it's a good idea?

I can guarantee you this theoretical situation would happen and it would happen quite frequently. With such a shortage of raid targets and a decreased spawn variance, guilds will simply put 20 on each target that's in window and wait it out. But with a lower spawn variance, guilds will be less likely to hesitate and follow what IB/DA have been doing recently.
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Old 06-28-2010, 10:21 AM
Akame Akame is offline
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Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
Just imagine if 3 guilds were in the same zone camping Innoruuk at that 12 hour variance. Keep in mind the rules are FFA until first to engage.

Now, for anyone who agrees with these rules, would you be able to truthfully tell me that you actually think it's a good idea?

I can guarantee you this theoretical situation would happen and it would happen quite frequently. With such a shortage of raid targets and a decreased spawn variance, guilds will simply put 20 on each target that's in window and wait it out. But with a lower spawn variance, guilds will be less likely to hesitate and follow what IB/DA have been doing recently.
True, but at least then it's a team effort and people would be ready to go. Also Dumesh suggested earlier to do away with the variance and just add +6 to the timer to allow for euro rotation on the mob.

The idea is to create a system that will work now and forever, all the way through Velious and whatever content that the powers that be decide to add after that. In my view I think that does away with any rotation system of any kind, because it will be impossible to keep a list like that going come Kunark and epic mobs, and I don't want to be back here at the drawing board in six months.

This system creates competition, allows for mob variance for euro and Aussie raiding, and an auto form of self policing since violating the policy invokes play nice regulations that are already in place. Will a mob ever be KS'd? Of course, because competition will be tight at first, and people are jerks. BUT, with properly enforced play nice rules that should minimize itself very quickly
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