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#1
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![]() 200+ people on a spawn point, mob spawns, 20 people claim to engage it first, no one knows who did, so all 200+ people blast the mob to kingdom come, and then a gm has to deal with 90 petitions claiming KS...
GM get's pissed and just despawns the corpse and boots all the guilds to log in.
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Omnimorph - Enchanter
I enchant things... | ||
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#2
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![]() Yeah I think people that complain about variance either are not raiding, can't sympathize with the GM's workload or haven't been on the server long enough to really understand what it accomplishes.
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Carsomyr - 55 Pally - Retired Thalon - 49 Rogue - Temporarily Benched Contagious - Necro - 30's and climbing Lights - 55 Wiz - Occasional Murderer | ||
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#3
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![]() I'm not sure why people act like removing the spawn variance would be the end of the world. No variance ever existed on live in classic and things turned out fine. Without the variance most raid mobs would respawn at roughly the same time, so it's kind of silly to say that people would just plant 200 people on a spawn point, because then someone would get all of the other raid bosses.
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I think lots of people are tired of sitting at their computers for 20 hours hitting "track" over and over again.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#4
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![]() I didnt really raid in Classic until after Kunark came out, not that I remember anyway, but on Povar, we just had top Guild leaders discuss who was wanting to raid what, Semi-rotation set up. Other Factors were, the raid support that was online and willing to raid, as well as capable classes to raid, IE: Enough Tanks/Healers etc.
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#5
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![]() Turn on PvP.
May the best guild win. | ||
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#6
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![]() Quote:
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Souless "Drama" Mindgames ENC
Always, Free Clarity to all good races at the gates of Neriak Soulcrusher Reaperofmen NEC Soulez Taken SK Quote:
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#7
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![]() Why are people still talking about FTE? Can someone explain why getting rid of variance automatically means FTE? And can someone tell me how any of this is relevant when this system would force mobs to be spawned all roughly at the same time? There must be something I really don't understand about the variance because people seem to have very different assumptions about it than me, so could someone explain this better?
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | ||
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#8
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![]() Quote:
People would poopsock the boss of their choice and it'd be the same old shit that was going on before. As things stand now, there isn't as much poopsocking going on as there was, so in a way the variance is working. The way things are now, a lot still relies on a guild being the first to track a mob, and mobilise to it. That's how it was in classic to a degree.
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Omnimorph - Enchanter
I enchant things... | |||
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#9
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![]() bah just remove the rule, make it all FFA whoever does the most damage the fastest fucking wins
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#10
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