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#1
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![]() Quote:
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10 targets not including VP 16 targets including VP Velious, After Hate/Fear 2.0: 50+ targets not including ST 56+ targets including ST (leave 1 Warder alive) Classic (4/7+): Cazic Thule Dracoliche Fright (2.0) Dread (2.0) Terror (2.0) Inny Maestro Various PoH Named (2.0) Kunark (6): Faydedar Trakanon Venril Sathir Gorenaire Talendor Servelonius Veeshan's Peak(6): Druushk Hoshkar Nexona Phara Dar Silverwing Xygoz Velious(12): Velketor the Sorcerer Tunare Dain Frostreaver IV Derakor the Vindicator King Tormax Avatar of War Wuoshi Kelorek`Dar Zlandicar (ST Key) Klandicar (ST Key) Sontalak (ST Key) Lord Yelinak (ST Key) Temple of Veeshan(19+): Halls of Testing (various quest drops) West Wing (4) Arreken Skyward Gozzrem Lendiniara the Keeper (ST Key) Telkorenar North Wing (15) Aaryonar Cekenar Dagarn the Destroyer Eashen of the Sky Ikatiar the Venom Jorlleag Lady Mirenilla Lady Nevederia Lord Feshlak Lord Koi'Doken Lord Kreizenn Lord Vyemm Sevalak Vulak`Aerr Zlexak Sleeper's Tomb(7): The Progenitor The Final Arbiter Master of the Guard Hraashna the Warder Nanzata the Warder Tukaarak the Warder Ventani the Warder
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[52 Disciple] Downgrade (Human) <Azure Guard>
[31 Druid] Edarg (Halfling) | ||||
Last edited by drktmplr12; 11-20-2015 at 01:56 PM..
Reason: formatting
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#2
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![]() Project 1999 - Classic Everquest
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#3
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![]() I quit live because of stupid instanced shit
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#4
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![]() Why don't people who want competition go play on red? It's actually, you know, designed for competition.
I'm not trolling. I genuinely want to know. | ||
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#5
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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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#6
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![]() Remove variance = Rampage gets 1 key, 3 other keys get taken by other guilds.
Sure they're in the lead right now, but they can't kill 4 targets spread out over 3 zones in 1 hour while being contested the whole way by as many as 7 other guilds. Edit: And just in case you think that I meant that Rampage can't win a single race against 7 other guilds (they probably can most of the time). While Rampage goes after Sontalak, BDA will take Zland, Divinity will take all the time they want going after Yelinak, and FAT will take Kland. Or they'll spread out in other ways. Editpart 2: And "oh BDA can't kill Xmob" maybe not now. But remove variance, let them have their shot, and give them a few more months of taking raid targets, yeah they'll kill it. | ||
Last edited by maestrom; 11-20-2015 at 03:28 PM..
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#7
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#8
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Rampinity picks a mob, Foegard goes after a differeny mob, BDA takes the third. Unless you think BDA can train Zland to Sontalak. | |||
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#10
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I'll be more precise. Why was variance put in in the first place? I wasn't there so I don't know if Rogean and Nilbog have put out official statements on the issue, but Sirken said recently that variance and the current crop of raid rules were put in place to keep 10 guilds from showing up and insta-gibbing targets the second they spawned. They preferred a server where guilds tracked certain raid targets and then when one popped, they raced to the target to get to kill it. Variance was a reasonable part of the solution when there were only handful of raid targets outside of VP. And, for a time at least, it seemed like variance was doing its job. This may have been necessary (if you're only willing to assume an FTE ruleset) in Kunark with only 5-6 raid targets outside of VP, but that's another conversation. What happens with Velious though? In velious we have quite a few more raid targets. The restrictions on player conduct (FTE, no tracker FT, DQing folks past IZ) are more than enough to ensure a footrace to each target. We also have most targets going down to Rampage uncontested because variance has spread them out so much. Is it really a footrace if Rampage casually kills Zland at 4am while everyone else is asleep? Taking out variance, on the other hand, keeps spawns bunched together. Rampage might get their first choice uncontested (because other guilds will see whatever Rampage is going after and go someplace else). Guilds will generally get their first choice because they'll see what's spawning first and they'll spread out, but their second choices will involve lots of that mobilization that everyone seems to really love here. If its a full pop, guilds will have to be strategic in picking which targets they want. Contrast this to the current model of "Tormax and Kland are in window, camp one force in kael, one force in WW, keep your phones on you for when the sockers send the text-blast". So if the goal of variance was either to reduce socking, encourage racing, and distribute kills more evenly between guilds, it is counter-productive to its own goals. Variance encourages socking, discourages racing, and gives the guild with the most ability to log in at 10am on a Monday the best chance at killing a target. | |||
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