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#131
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Quote:
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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#132
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It was put in because 200 people used to sit on Trakanon's spawn point just waiting to FTE.
Some rules were put in later to further counter this (can't be at raid target spawn point) but that was the initial one.
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Green
Tofusin - Monk <Force of Will> Manowarr - Druid Blue Tofusin - 60 Monk <BDA> Shiroe - 60 Enchanter Manowarr - 60 Druid | ||
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#133
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Quote:
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#134
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General consensus seems to be variance has outlived its original purpose and lingers to the detriment of not only the raid scene but the very classic nature of the server (Variance not being classic)
What are the chances we get a staff response on this? Place your bets. | ||
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#135
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You know if it's taken out there'll be calls to put it back in within a week... why change the status quo? Can't keep everyone happy.
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#136
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Quote:
It seems like the "must be at IZ" rule does a better job of ensuring this doesn't happen than variance does. Variance gave rise to the coth-ducking autorunning tank nonsense. Get rid of variance and people won't sock. Does anyone sock scout charisa? Maybe someone trying to get her timer, but most people show up right before she spawns. No variance; no socking. | |||
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#137
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I've already commented on this thread but I've never hated a troll so much as the one who suggested instanced raid zones for eq.
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#138
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this thread is a whole lot of words about why you should man up and play red
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#139
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Quote:
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Kellian Cove (60 Wood Elf Rogue) Parra Doxx (55 Barbarian Shaman) Kellian Blindwell (25 Human Paladin) Marvin Miyagi (24 Gnome Necromancer) Evia (12 High Elf Wizard) | |||
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#140
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wow this thread is not dead yet?
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