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#1
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As for the idea of if you cant kill it within an hour, you forfeit, that's just jockeying to get riot more mobs. Everyone knows there is only one guild on the server that can kill anything at any time of day. A rotation slot should allow for 24 hours to complete the content. If you don't think you can complete it in time and concede it within say 6 hours of pop, then you can take the next pop IMHO. It seems to me that a lot of our problems can be resolved with FTE races. If your guild FTE's the mob you have a set amount of time to kill it. If you fail, you're out until all other present competitors have taken a shot at it, or for like 1.5 hours, whichever comes first. I think that this eliminates the need for the massive trains that honestly seem to cause a lot of our petitions. | ||||
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Last edited by HitsmeChanter; 10-21-2020 at 09:18 AM..
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#2
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I also never said that you just conceded the mob after the timer would expire, only that a different guild could engage. You could still go after it, but any trash you cleared would then also be out of their way as well and they could snag the next lock. However to prevent people from chain locking and not engaging, institute a strict one time limit on their first lock. No just running to the dragon, getting yellow, dancing around the engage to go lock it again later just to prevent people from engaging. The ST zone rotation I proposed would give guilds like Kittens, who used to not be in the rotations, a slot since im 99% sure they have enough keys to compete if they really wanted to. They just sort of dont, I think. As for the rooted dragons? Im sorry people need to actually play EQ and not just wait at the zoneline, but this is the current situation and I dont think theyre going to go back on it now. | |||
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#3
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If someone runs through North Door, trains wyverns, and wipes a guild, the guild leaders can work together to pause all progress until both guilds are back to their "pre train" status. However if that happens, and the guild proceeds to FTE and kill a target (leapfrogging the trained guild), they used a clear accident to benefit them and should yield a punishment (concession or whatever). If that doesn't get resolved and a petition is filed, the GMs can choose to punish the guild that trained the wyverns, or punish the guild that filed the petition. But if it gets to the point where GMs need to be involved, a ban should be the outcome for one or both guilds. IMO; The toxicity of the raid scene is stemming from the lack of consequence for actions. More, and more, people feel slighted while raiding and are actively looking for things to call other guilds out on, because be it tiny accidents or gigantic fuck-ups; they always go to petition since the leads wont work together. At worst, if the GM rules against you, you're forced to concede 1 or 2 of the target and thats it, which ultimately yields the same consequence as if you hadn't involved the GM to begin with. So I ask; Why bother the GMs, and not own your mistakes and move on? (Your being a generic 'you'.. not pointing at any guild/person directly) The raid rules clearly state; "if you request that another guild concede a mob, you better be 100% certain that they made an error, otherwise you may be punished harshly." Let's use the one rule that's black-and-white as the foundation for the steps moving forward. Another black-and-white on the same topic, "Note on Rule Lawyering – I think the spirit of everything we are trying to accomplish here is pretty clear. Anyone that tries to twist the words to support and/or justify nefarious actions will not be rewarded. There will be no “technically this could be that”, or “well it doesn’t exactly say this word for word”. From this point forward we will be actively enforcing the spirit of these rules more so than the exact letter of the law. Don't expect to skirt passed a raid suspension on a loop hole or technicality." | |||
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#4
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Maybe it is, I don't know, but it never seems that simple to me. At least half of the shit lately feels like "we think they were kiting"...."no way we weren't kiting they are just mad they lost"....GM: "k they were kiting this time I guess fuck if I know, they concede the next one or two I guess".
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#5
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#6
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The problem is that EQ is simply not designed to have two competing raid forces in the zone. There is no magic rule set that will make it work. I logged on to Riot discord today and read some of the quotes from the UN about Jorlleag AEs and Tunare and my brain began to rot.
I used to think rotations were the answer until I played on TAKP and watched one of the guilds there fail to kill KT with 40 boxes for 6 hours "because the throne room repopped too fast". Project 1999 is popular precisely because it's difficult to get those raid pixels. So the solution has to be some sort of indirect competition, aka a time attack. The magic of quakes was always that the guilds who were most efficient got the most pixels, rather than the guilds that poopsocked/tracked the hardest. Making everything quakes would be a big step in the right direction IMO. But I still think my League Promotion System is even more reasonable. | ||
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#7
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__________________
Nexii Vanadis <Gravity> | Nexii's Erotic Adventures
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#8
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#9
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Another idea that occurs to me would just be to have representatives hang out and roll, but rather than an even roll your guild would get some sort of bonus based on their last kill times. So let's say for example Tunare spawns, and clear times were Riot: 3 hours, F/AG 4 hours, Aegis 5 hours, then the roll might be 0-50 riot, 51-80 F/AG, 81-100 Aegis. I'm sure there would be a million hours of lawyerquesting going into exactly how that roll would work! But it would keep the rotation from blowing up as the smaller guilds would be slower and thus get fewer chances, and it would also maintain an element of competition. | |||
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#10
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