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#41
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Quote:
The whole idea behind this is to keep high end raiding competitive, but not a chaotic FFA like it was headed into. With 6ish raid guilds looking for potential targets we needed some firm rules on how to handle this and 30 minutes is usually a very fair amount of time for the first raid force there, imo. | |||
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#42
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What about some type of rotation like:
Guild1 - Mob1, Mob2, Mob3, Off Guild2 - Mob2, Mob3, Off, Mob1 Guild3 - Mob3, Off, Mob1, Mob2 Guild4 - Off, Mob1, Mob2, Mob 3 This way every guild gets a chance to hit every mob on a regular basis, and every guild gets a chance to raid each period. The off is only used if there is more guilds than spawns. This would obviously be open for adjustment based on mob spawn times, missing guilds during their mob spawn, etc. But this could also be a possible solution with some revision. For argument sake, this example assumes mobs rotate on a weekly basis. Thoughts? | ||
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#43
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#44
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Not to mention it would take literally years to complete epics.
__________________
Abacab tells Phallax, "To be honest you're just a bunch of little bugs on my windshield that I have to wipe clean before I start cruise controlin' into phat lewtz."
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#45
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Quote:
Right now there are at least 6 guilds that are claiming to be raid ready. That number is only going to increase more and more. Asking a Guild to have a chance at a raid mob once every 2-3 weeks or asked to skip their turn to let a new guild into rotation is not a viable long term solution. ~~~~ Even with Sky open in the near future or Kunark months from now is not going to resolve such an issue either despite what people think. The only lull will be that 1-2 weeks while people go from lvl 50-60 and are getting ready to raid the new bosses. | |||
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#46
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Quote:
Unfortunately, competition seems to turn into griefing and guild wars, trains (like we have seen a few times already), etc. Quote:
However, we did only have 3 or 4 major raiding guilds on the top end targets. I can see we are going to have quite a few more than that on this server.
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#47
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I agree competition is good. My server did mostly what was originally proposed here, but wiht 18 in zone members, and no other rules. You get there you get the mob. No timers.
I was just posing an alternative for possible pondering. I also disagree that this or any other solution is directly associated to a classic server. This is politics. Classic should dictate concrete objects such as mobs, spawns, items, etc. | ||
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#48
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#49
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I think it would be cool if it were complete FFA, the truest form of competition. KSing, training, anything goes. Then the rules are very straightforward...
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#50
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a possible solution to the problem of an increasing number of guilds and the same amount of content is to do something outside of classic rules...
Honestly with this being a known quantity and the level of play on the server we've seen 6 guilds already basically double what classic servers had for raid guilds, some had less than 3 in the classic era. Anyway, we're not going to see much relief till kunark comes out and even then we might see the problem increase even more. Honestly about the only way to really help alleviate the problem is by opening content...but wait...you just said kunark isn't do out for a long time and that might not even work. Correct, I also think that no one in the raid scene wants to do away with some element of competition. I wonder if the following is even possible to basically have a NagafenA and a NagafenB. Kill mob A and you're precluded from killing mob B and vice versa. It basically doubles the current the content that is in the game and keeps some element of competition. Heck give mob A like 1 more loot or something than B and make B spawn within variance after A dies if you wanted to have some sort of tier system setup. Once again not even sure if this is possible or the logistics, but it is an interesting thought of increasing the raid content proportionally based upon the raid force when measured to classic standards. | ||
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