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View Poll Results: Is variance still needed? | |||
Yes, it promotes "competition" | 75 | 29.18% | |
No, its an unneccesary non-classic time sink | 182 | 70.82% | |
Voters: 257. You may not vote on this poll |
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#11
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Thats not going to work, otherwise were back at the problem where one guild kills FG hours prior to having a raid force.
It should be first to engange > NO KS'ing otherwise punishment is placed. Simple. Eg. A,B,C guilds have scouts. naggy spawns randomly withing 2 day timer. All three guilds head to SolB. A guild is first to engage has full right to the mob. If B and C guilds attempt to engage at any time, will be reported and dealt with. Everyone in the guild will be held accountable for their actions including the members who were online. It will let the guilds think twice before they attempt to KS a target... | ||
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#12
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#13
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#14
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PS: Keep things on topic. This thread is for discussing possible alternatives to the rotation not a complaint thread about it's existance. Both sides were given plenty of time to co-exist and come up with your own standards. | |||
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#15
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If we're going the 1 wipe/next persons turn method, then the 120 minutes start as soon as the first FG is dead imo.
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#16
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On my server it pretty much boiled down to if a guild cleared to the spawn location and was waiting with a raid-capable force, they had the spawn.
If one guild was sitting at every single spawn, defying the possibility of life out of EQ, then other guilds simply said screw this and went after it anyways. If there is a true no-life guild on the server, then rotation is the only answer. Rotation is the only reasonable solution to two equally capable raid forces desiring the same mob time and time again. And they should reach that conclusion themselves after a few months of fighting over every single spawn. If not, then there's no way to stop the headaches than to just enforce it on them. As someone that plays live at the very highest end game, and plays here in a casual guild, I presently have no vested interest right now. But, someday I will. At the VERY LEAST it needs to be civilized within reason. Whoever is in the zone clearing to naggy with a raid capable force, should have the spawn. That doesn't mean 6 people clear to the spot and hold it while others exp on alts. If they can log the other 10 in before another guild is gathered at the clear spot then great, they win, but if not, then they lose it. The bottom line is this, there is no reasonable solution unless you're dealing with reasonable people. As there is contention, you are not dealing with reasonable people with these two guilds. Until they decide to be reasonable and strictly abide by the above, then this is pointless discussion. | ||
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#17
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Whoever has the camp when naggy spawns with a raid capable force gets it. If naggy is up for 30 minutes unengaged, then they lose it. Unfortunately, this leads to guilds "fast-timing" and then doing things like "oh, we thought the time was up our leader told us so and so we ks'd them". Again, there is no rational, drama-free solution between equally capable guilds other than rotation. | |||
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#18
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I don't see this working for the reasons I outlined with my first response to this thread, and that others have echoed. At this point, I can pretty much pledge that if this system gets put in place, we're going to have a raid force in the dragon's lairs at the earliest possible spawn time, every time, and I'm absolutely sure trans would do the same thing. Back to square one.
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#19
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My two ideas
1) Multi-spawns. Set up naggy / voxx etc to respawn every 24 hours, but break out bans for any person / guild that kills it more than once every 7 days. You could set up database development to handle the monitoring of this by adding tracking factions to the raid mobs and keep change logs on these factions on a per character / guild / ip basis to ensure that each person / guild only gets one shot at loot each week. It would be a little bit of development work up front, but it can't be more than babysitting the guilds every week. Also this would allow up and coming guilds shots to learn and enjoy these encounters without impeding vet raiders. Also would allow for more friendly competition where the guilds can track their kills every week on a kill board or whatever. 2) Remove all raid mobs for the next 2 months to let these guys get perspective on how stupid their dickwaving's are. | ||
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#20
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Spawn variance will just result in 24 hour camps at targets like what was happening before, which for some reason on this server warrants you the right to get first attempt on said mob.
If you want spawn variance, it'd have to be 7 days with a +-48 hour variance in an attempt to deter camping raid mobs. | ||
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