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#81
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#82
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@ Everyone who wants variance removed: You were obviously not there for the few weeks when there was no first-15-on-island rule for noble dojorn. Guess what happened? For a few spawns there were 3-5 guilds "poopsocking" noble's spawnpoint because everyone knew he was going to spawn. Guess what happened each time? All guilds engaged, dojorn was down within seconds and nobody had a clue who engaged first. Besides that it makes the encounter trivial it does need GM intervention each time, and its not the least fun. So the GMs decided to make a rule so whoever gets first 15 on dojorns island would get the kill, cause there was NO WAY the fix spawn timer was going to work. Trakanon and Venril would probably be worse than that.
Live was different, live didnt have so many competing guilds, capable of raiding. This isnt live, the rules that applied there wont work here, it's not like we didnt try. Edit: Quote:
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Last edited by Nedala; 09-12-2011 at 02:55 PM..
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#83
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However, I do believe it is unnecessary to start a rotation or completely remove variance. I have found much dislike for the ideas of rotation with a convoluted set of rules because it no longer delineates one guild from the next. It creates a situation in which all identity is lost except by the string of letters next to your name (and even then they lose all meaning unless you're attached to the name e.g. Fires of Heaven, Transcendence (Transcendence Gaming deals in multiple games), etc.). Instancing was EQLive's solution to complaints about competition because all rotations were player-made and not GM-enforced. When I went back to live for a brief stint I joined my old guild but found myself uninterested in making sure that I stood in x spot so i didn't wipe the guild versus what we have here which is racing to the target (whether it's actual racing across zones or just logging in) and being ready to go and not stand in x spot which would wipe the guild and basically hand the mob to the other guild(s) present. At that point I realized then that I didn't really care for my old guild despite having my beginnings there. They were like any other group of people that logged into Everquest: PlayerA is PlayerB is PlayerC. My return to the game added a PlayerD. Raiding was incredibly boring. Here, however, there is an element of surprise and more danger than just needing to get a rez and trying again. Wiping here means that you probably lost the mob, not just time because you had to rez. There's no instancing, no rotations on mobs giving free chances at loot without some sort of danger. I do understand that even in a rotation system the idea of handing off a mob to the next guild in the rotation if a guild wipes has been presented. In my opinion that can look great on paper but not really mean much in game. The lack of a pressure-inducing time constraint allows too lax of a raiding atmosphere and consequently no shifting of ownership of mobs. Whether or not this is true is mostly unfounded, but obviously multiple guilds are getting kills on patch days. This leads me to the notion that even in a rotation where you introduce some danger of losing a mob, it's never going to happen without some sort of pressure and consequent adaptation to said pressure. That adaptation is what creates a guild identity and makes the raiders of that guild fit in with that identity. Without some sort of identifier I don't really care who is in TMO, TR, Vesica Dei, Divinity, Transcendence, Taken, BDA, or any other guild. All of these guilds consider themselves raid guilds and each has their own identity and style when it comes to raiding. Quote:
because it was explained that it was always fair game. What's important though is what you outlined: the spawn timer was known and everyone gunned for it. Quote:
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Last edited by Aadill; 09-12-2011 at 03:19 PM..
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#84
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Oh i agree the shout message is a good idea in general, but i dont think removing variance would work, shout message or not.
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#85
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#86
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If you guys don't want to grow up and share then you won't get the next steps you've been preparing for. | |||
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#87
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#88
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McBard: He's referring to the idea that a shout would occur once a hate list would be initiated. The DT'd individual would be all on his/her lonesome on one hate list and the next person to tag would be on the actual hate list that resulted in a raid engaegment. Non DTing mobs and DTing mobs alike would have an agro shout. DTing mobs would have a DT shout/agro shout and then another agro shout. This exactly follows how the rights to a mob are determined on this server but the agro shout would immediately indicate who had claim to it, and all other guilds would back off to allow the guild to kill it or wipe. | |||
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Last edited by Aadill; 09-12-2011 at 03:48 PM..
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#89
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The problem is Aadill this is the only emu classic server. We have a limited number of players. You could get your wish sooner then later about being able to identify when you're down to one or two guilds. It reminds of me playing a single player rpg where you stack all your characters with all the best gear. yay?
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#90
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