![]() |
|
|
|
#1
|
|||
|
I said spawn times would be known, where do I say unknown?
No variance and repops are two seperate entities, unless you are discussing staggered respawns which has also been discussed ad nauseum. No variance is discussed in this thread. Repops have gone 80+% TMO, 15-25% FE, 5-10% everyone else for the last 4 or 5. Part of these results are due to the minimal foreknowledge about the respawn, so TMO and FE with their higher body count and superior mobilization batphone and respond the fastest. If respawns were more widely known, the guilds with lesser mobilization skills could prepare better, but then you enter the realm of theory where TMO/FE would have similar time to also prepare better and that might keep the status quo. You've still not brought anything new to the argument, even going as far as admitting this was discussed "months ago".
__________________
| ||
|
|
|||
|
#2
|
|||
|
Over the last 3 repops (the ones that happened a few weeks apart from each other), the tracking guilds averaged every mob except Faydedar, the L52s (Naggy, Vox, or both), Maestro, Yael, and Overseer of Air. Divinity did some good work and got Talendar on the last repop. That's 3-5 out of the 20ish that the tracking guilds do not get. While getting 3-5 per respawn is more than the non-tracking guilds typically get in a given week, it is not a "significant" portion of the raid content by any means. Also, raid targets still do not die at exactly the same time, so even without variance the next respawn will be more spread out than the repop assuming the next spawn is itself not a repop.
No variance raids with every target spawning at the same time will go as they do now without warning, or the non-tracking guilds will each get 1 target or less before they are out-mobilized to the second target by guilds with better mobilization. No variance raids with targets spread out enough that everyone has time to mobilize will have all interested guilds sitting on spawn spamming temperate flux staves with the duct tape until spawn and trying for FTE. This shit-stain will stay until people get tired of it and either stop competing or move to a rotation system. The best thing to help the repop scene would be making VP a non-train zone. Right now it is advantageous for the VP guilds to kill non-VP targets first and then duke it out in VP. If you were not allowed to train in VP, you'd see people fighting for FTE on PD before they ran to kill Trak lest their competition snipe PD while they are uncontested at Trak.
__________________
| ||
|
Last edited by falkun; 05-30-2013 at 12:58 PM..
|
|
||
|
#3
|
||||
|
Quote:
| |||
|
|
||||
|
#4
|
||||
|
Quote:
| |||
|
|
||||
|
#5
|
||||
|
Quote:
anyone pushing blindly for a raid scene that includes FTE fighting for all boss mobs and sitting on spawns just moments prior to their spawning clearly doesn't really want a classic experience or one close to it. | |||
|
|
||||
|
#7
|
|||||
|
Quote:
Quote:
To many, the best competition that this game can offer, is a mobilization contest that this variance creates. I don't think anybody can honestly say that they think its a better "competition" to have 4 guilds standing on a mob spawn and killing it instantly and having a random number generator choose the winner compared to "which guild can engage a monster first that can spawn at a random time." The people here from smaller non-tracking guilds wanting the removal of variance completely, simply want the ability to poopsock mobs and let a random number generator determine the victor, with very minimal time invested. There is nothing wrong with that, but don't sit here and act like it's "better for the server" or it "makes for a better competition" or "the server is dying cuz TMO". The server certainly isn't dying, and the raid scene is certainly not in a state where it could ever cause the server to die. If you other guilds really wanted better "competition" than your suggestions would reflect that. They don't for the most part. The fact is, no matter what changes are made, if there is supposed to be a sense of "competition", then that means a guild can be the best on the server in whatever that competition consists of. That means they will get a huge majority of the loot. The only way for this to not be the case, is for there to be no competition, i.e. GM forced rotations or FTE poopsock lotteries. That's fine if you want that, but at least say it. At least just say "TMO is better than us, and we just wish we could get loot without working as hard as they do". There have been some great suggestions, such as making VP a non-training zone and having more notice on server repops and I think those are good reasonable changes that wouldn't remove the spirit of competition from the server. | ||||
|
Last edited by skipdog; 05-30-2013 at 02:47 PM..
|
|
||||
|
#8
|
||||
|
Quote:
If we are going to make changes to make the game better, we sure aren't going to call it classic EQ, are we? Clearly....ever so clearly....variance is not some brilliant improvement to original EQ. I am in no way guaranteeing an immediate resolution to this servers raiding scene problems, but it will at least give us the original game. | |||
|
|
||||
|
#9
|
||||
|
Quote:
I get that it's super easy to just say "it's Classic" and not have to argue points or admit that you don't want competition and honestly I don't have anything I can say to get around this loophole. | |||
|
|
||||
|
#10
|
|||||
|
Quote:
__________________
Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
Quote:
| ||||
|
|
|||||
![]() |
|
|