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#21
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![]() CT spawns Draco. You might as well make the same guild get both to prevent the intentional Draco / Golem agro to start DT's and slow the guild down. You would also need rules for who gets 2nd try after rotation guild fails their timer.
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Last edited by nerfed; 07-27-2010 at 07:20 PM..
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#22
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![]() Quote:
I see it as the only way to give each guild a fair chance, but still gives the raid scene some competition and rewards the hardcore guilds. | |||
Last edited by Evorix; 07-27-2010 at 07:25 PM..
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#23
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![]() Skope, that goes without saying - I was assuming that we were going to go by the current 2 golems down thing for CT since that is indeed a special circumstance. Everything (including 2 golems) is extremely do-able in 45 minutes. Both DA and IB have done them all (again 2 golems, not CT himself) numerous times.
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#24
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![]() There's a discrepancy in the recognized raid force and the viable amount of time to engage a target. Inny can be done with 3 groups but then it would require a longer time for a clear than say a 40 man inny run. There then should be accommodation for both sizes of raid force for the proper amount of time for a clear to him, and of course CT would be even longer, since both sized forces would be capable of taking him down.
This could be settled with an "in zone by" time requirement. If a guild isn't at a popped target during their turn on rotation they forfeit rights and it goes to the guild that has the proper sized force to take it on in the zone first without hindering them on their own spot in rotation. Obviously the rotations shouldn't be set in stone, as guilds will inevitably rise and fall, so perhaps a requirement of a certain target(s) in a given amount of time before you're dropped off the list. This should keep the list relatively small in size and still offer up and comers a chance to prove themselves. | ||
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#25
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![]() I disagree - events should not be tailored to the raid force. If you cannot muster a raid force to do a mob in a set time limit and another guild can - than that other guild should be afforded their turn. The problem most people have with a rotation is that it takes any sort of competition out of the game - there needs to still be pressure on a guild to perform imo.
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#26
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![]() I would definitely set the required raid numbers high, this isn't a 300 pop server anymore and it would prevent people creating "barely enough" or alt guilds (tons of people have more then 1 level 50) to break into a rotation spot.
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#27
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![]() Quote:
Guild A is due for innoruuk, they must be in the zone with 20 within 1 hour (whatever the time is) or they forfeit their place and it goes to the next guild with 20 (or whatever the number is determined to be) without penalizing them. Thus you still have incentive to track due targets during windows at all times and obviously still requiring mobilization. Guilds who are willing to do their 4am thing can obviously do that and would in turn still see a larger amount of kills per week. The biggest point of debate would be the time allowed to have a guild in zone, the amount of time to clear fear/hate to get to their target (so guilds can't just sit there AFK till they get their numbers up and the other guild is waiting for hours in line), and finally the recognized viable raid force for a given target. | |||
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#28
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![]() Quote:
1 hour should be sufficient for the other mobs. With the fact that CT pops Draco, I see that as having one of two outcomes: (1) Guild with CT gets Draco (still within 5 hours) or (2) Guild that is currently on Draco rotation gets that Draco (which would effectively help the guild currently on CT rotation). On a personal note, I'm indifferent as to whether there should be a rotation or the system should stay the same. On the one hand, the current system has it's flaws. On the other hand, I enjoy the "competition" more than I would enjoy a rotation. However, a rotation, at least in theory, would eliminate some of the issues with that arise within the current system.
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Appollo
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Last edited by Appollo; 07-27-2010 at 08:16 PM..
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