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#131
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Any new system to be labelled better should meet the following requirements:
1°) GM intervention: - Ideally the new system shouldn't require any intervention / monitoring from the staff. - If the staff agrees, there could be enforcement of globally accepted rules made by players. In other words, if everybody agrees to a sensible system, and one group of players keeps breaking them, maybe the GMs could step in to punish the trouble makers. However, for this to work, the new system must make sense for almost everybody. 2°) Target distribution: If the new system must be better, than it should give more opportunities for all guilds to get attempts at targets. The distribution spectrum is quite wide and goes from absolute rotation, where any guild would be given the same opportunities, to the old system, where 1 guild can take all targets. Since the old system was deemed unwanted by Rogean, and considering how players had different experiences during Classic era about competition, an in between solution will have to be found. The new system should ensure that new raid forces should be able to enter the competition in one way or another. 3°) Undesired competition concepts: It seems to me that the most important thing is for the guild leaders to gather and decide what aspects of the raiding scene should be kept / discarded / monitored. Examples are numerous: - Training in VP - Poopsocking - FTE snipes and so on. 4°) Engagement and raid interference: Like the previous topic, this is also something that should be intensively discussed for the new system. What defines a raid force, an engagement, and raid interference. That's if the new system keeps races as a core mechanism.
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Retired
Daimadoshi, Arch Magician <Divinity> Kurth, Warlock <Divinity> Kaska, Phantasmist <Divinity> Fuam, Druid 57 <Divinity> Willo, Cleric 54 <Divinity> | ||
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#132
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#133
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In my opinion, a better system should be something that offers different experiences to the players. One which allows for sharing, races, competition to keep occuring. But to enforce rules that allows for all them together would be tedious if not impossible. So maybe the key is to allow different rule sets for different timeslots, and it's the Community that should discuss in which proportion each should be made available.
As an example (which is not what I advocate, but to make myself understood better): 3 weeks FFA, 2 weeks rotation. Since I like the idea of competition, and I respect efforts and involvements from other players who want / can dedicate more time, it would only be fair to design a system which still rewards mobilisation, dedication and such. Just not to the extreme we've experienced in the past. Therefore, and that's just my opinion here, a tiered system is needed. And the bases would go along like this: - players agree on a tiered distribution of the targets. - an alternance of periods between a rotation, and open competition. And the open competition period is used to assess the position of the guilds for each tier. - a general set of rules which favors an healthy competition, and keeps things fun for everybody (for example, guilds can't camp or poopsock a target, no pulling allowed -guilds must run and engage the target where it is- etc.) - keep very small windows open for open raids for lower tiered mobs, every now and then. Example: During 2 months, guilds who are allowed to compete in a tier will do so. Points are awarded to guilds (via a whokilledit.com kind of interface) like this: - Mobilisation: 1 point - Kill: 3 points - (insert other ways to promote competition) At the end of the 2 months, points are used to 1°) Demote guilds which do not meet requirements to stay in the tier 2°) Promote guilds which did meet highe requirements to also enter the next tier Following this, a one month rotation is enforced for guilds which are considered worthy of the tiers. A limit of engagement can be defined for each tier (like 1, 3 or 5 hours).
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Retired
Daimadoshi, Arch Magician <Divinity> Kurth, Warlock <Divinity> Kaska, Phantasmist <Divinity> Fuam, Druid 57 <Divinity> Willo, Cleric 54 <Divinity> | ||
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Last edited by finalgrunt; 12-22-2013 at 11:31 AM..
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#134
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there may be better options. some folks might be predicting doom and gloom. you all might be carebears.
what matters is you guys are TRYING to make this server a better place and by proxy extending the life and playability for most. | ||
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#135
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#136
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Someone can ofc paint demons on walls about how guilds are going to split off into smaller guilds, and yes, they should. 100+ active player rosters =/= classic. Not all guilds would prob reach their max killcount every week; some would aim for the big ones, not get em, tough luck there's the competition aspect. And all this time Gore would roam around terrorizing Dreadlands half the week as he/she's supposed to!
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Brutillus 60 Dragon Hero Bracer Shadowknight - <Awakened>
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#137
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Last edited by Fael; 12-22-2013 at 11:48 AM..
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#138
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Imo:
first in force /rotate ct and inny due to the issues involved in the zones. Tons of trains and can cause guild issues. Vp : ffa Trak: leave every 3rd ish spawn up to allow other guilds to get keys to compete in vp. Naggy vox: open raid cluster funks for fun! Open world dragons and vs: either rotated or trak rules. Leave fte shouts in place to prevent accidents between quality raiders.
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![]() Tanrin,Rinat,Sprucewaynee | ||
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#139
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As someone who has intentionally stayed out of the high end raid game on this server I would point out two things:
1. The details of the agreement aren't whats important to me from the outside looking in. What is significant is that the raiding population on the server is willing to cooperate with one another. 2. That the spirit of cooperation we are seeing on the server right now only came into existence when TMO was removed from the system. TMO (the organization and its policies---not its members) is not a friend of this server. They hurt the community more than they enhance it. Even folks who don't ever want to raid on p99 (like me) stand to benefit from raid guilds cooperating. | ||
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#140
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