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#101
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Now keying your guild for VT and the cockblock that was SSRA? The tears and petitions would be endless. That alone would either kill the server and/or be amazing to watch -- depending on your immersion level. | |||
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#102
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![]() Quote:
https://www.youtube.com/watch?v=_YM0Ln7KgrU | |||
Last edited by maestrom; 11-18-2015 at 06:38 PM..
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#103
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![]() I take it back, we need Luclin. RnF would be spectacular.
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#104
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![]() Quote:
__________________
[52 Disciple] Downgrade (Human) <Azure Guard>
[31 Druid] Edarg (Halfling) | |||
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#105
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It used to be even more fricken ridiculous with 96 hours. Dropping it down to 1 or 2 would let more casual guilds schedule a raid and have a better shot at taking down targets and it would let more hardcore guilds raid on a few days out of the week, since the Windows would compress into 1-2 days, rather than having to raid 6-7 days a week to cover all the windows. Due to variance VP's 6 Dragons have spread out across 5 days now, even though they're all killed relatively quickly after spawning and we keep getting patches that don't take down the server, resetting timers. This level of server stability is killing my immersion!!!
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#106
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![]() Vex Thal and SSRA. I had great times in both.
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Rebbon - BDA
Happy Epic Mage | ||
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#107
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![]() After reading though this entire thread and considering everybody's opinions, it seems to me that the best change to be made is to slightly reduce variance to see what the effect on raid mob competition would be.
The goal should be to keep some amount of variance to give leading guilds an edge, but reduce that variance to give casual guilds a chance. | ||
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#108
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Lets remember that repops and 0 variance is classic. variance was implemented because there wasn't enough raid targets to keep people busy. So when one was about to spawn-EVERYONE showed up. I would argue that with velious, there are enough targets to keep everyone busy enough so that variance can be reasonably lowered or eliminated all together. for argument's sake: lets assume guild A is keyed for ST and another guild B is getting keys, but cannot compete in ST. without repops and with variance as high as it is: the spawn times for necklace dropping mobs (and all others for that matter) tend to diverge and guild A can effectively take every single one they want since they are the largest with most play time and are the most available for tracking. guild A takes 90% of ST key holders and laughs on their way to ST. This is okay and normal since they are putting more effort into the game. The problem is that variance really tips the scales in their favor and perpetuates the state of end game. With lower variance and simulated repops: guild A will race to dragons that drop necklaces and ignore ST for as long as they want, since no one else can enter. but they can't possibly get them ALL since others will be competing. With as many necklace dropping targets as there are, no reason why guild B can't get ST keyed to compete within a period of 3-4 months. there would also be (1) higher degree of predictability (far from certain though) to spawn times which helps people plan their game time (2) the tendency for spawn timers to diverge is dampened significantly (3) repops would force more keys into guild B hands, but only if guild B can mobilize and kill things before guild A. Once B is keyed, guild A needs to race to ST on a repop. Both guilds A and B are now competing for ST and leaving necklace targets alone for guilds C, D, E and F. this ended up being alot longer than i meant for it to be...thanks for reading! end variance! simulated repops! tldr; 0 variance and repops are classic. large spawn windows with no repops perpetuates the shit show.
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[52 Disciple] Downgrade (Human) <Azure Guard>
[31 Druid] Edarg (Halfling) | |||
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#109
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![]() I used to think that even with Velious, there would need to be some kind of rule changes to allow smaller guilds a shot at raid targets.
I'm not 100% convinced that a first in force rule isn't the best option, but I think a no-variance + sim-repops schedule would work almost as well. I understand why variance was put in, but repops would do away with 10 guilds piling on top of each other and training all over each other to get to the only target in window. | ||
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#110
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![]() no or less variance = way more of a shitshow on contested raid targets, way more training, way more drama. We've been there. We do not want to go back. I'm not saying this as someone in the top raiding guild, I'm saying this as someone who is an active member of this community who doesn't like drama. If you think the level of toxic bullshit that goes on in the raiding scene is bad now... it was 10 times worse before variance.
I'm all in favor of more simulated repops though (or even just normal ones when they bring the server down... those don't happen anymore). More simulated repops = more mobs for everyone = more smaller guilds able to get targets because larger guilds are busy competing in ToV.
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Pyrocat the Protector of Vul
Proud member of The Safehouse since 2000 Pyrocat (60 TRL SHM) Orochi (60 IKS NEC) | ||
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