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#1
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monster /shout name of first to engage.. nuff said.
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#2
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Or you people could quit being children and stop treating minor issues as major infractions. There are tons of petitions coming in for reasons that can actually be resolved quickly and don't culminate in a message board brawl by a bunch of adults acting like brats.
Mob loot gets flipped between raid guilds almost every spawn yet somehow three days can't go by without you guys screaming foul on the forums or texting Amelinda in the middle of the night. That's pathetic. | ||
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#3
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#4
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There is a forum set up on here for the leaders of the raid guilds to discuss these issues. There seems to be 1 post on it. We could rotate certain pain in the ass encounters but the leadership refuse to come to terms. The reason certain leadership won't come to the table and talk is because their guild is allowed to get away with raid interference and they benefit from the petitions not being answered. | |||
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#5
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seems like amelinda gonna start policing stuff better (check sticky)... watch out for the flames ;p | |||
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#6
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Easy fixes:
1) Make raid mobs significantly harder so that for any given encounter the possibility of failure regardless of flawless execution is still relatively high. This would make guild competition dynamics more interesting since now there'll be a trade-off between preparation and first to engage instead of basically being guaranteed the kill if you are first to engage. 2) Get rid of variance and simulate server resets once a week. This will force guilds to prioritize targets and mobilization strategies to try and get the most/best targets since all the targets will be up at once. This solution will also allow more guilds to participate in raiding and is the most classic solution (in fact this is classic). 3) Enforce rotation - boring but it makes the rules easier to enforce. ------------------------------------------------------------------------------------------------------------- The devs can easily implement any one of these systems (one of which there's no arguments that it's not classic). However, the fact they haven't for the years of this server indicates to me they have no intention of ever changing the system regardless that the current set of rules are ineffective. "Why?" is the question. I don't see what the aversion is to a simulated reset once a week. | ||
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#7
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#8
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I don't quite understand what you mean by "getting 2 or 3 of something every 7 days that statistically you'd normally only have one drop on the server otherwise". Please be more clear. However, I think I understand what you're hinting at. Because not every raid mob is on the same timer length (3day, 7day, 10day, etc) then it's unlikely we could pick a simulated reset timer that wouldn't increase the frequency of spawns. (seeing a 10 day spawn every 7 days, for instance) Since spawn variance is already not classic, there are several tweaks/ideas we could think about to remedy this problem. 1) Introduce spawn probability into the simulated reset. In this case, there is a single time that all raid targets could or could not spawn. This will make it so guilds that bank on single targets may walk away empty handed, effectively encouraging strategies of mobilization rather than poop-socking for optimization of loot acquisition. If a mob does not spawn at the simulated reset, then it will spawn on it's normal timer. In this case, making the reset a non-raid-target interval makes sense to create the most randomness (also to constantly rotate the day of the week which the event occurs to include the most people - 6 days is nice). 2) Make multiple resets for each raid-target family which share the same spawn timer. This will make it so every 3-day raid target will spawn at the same time, every 7-day raid target will spawn at the same time, and so forth. This way we don't increase the frequency of spawns for any one mob while also accomplishing the goal of having multiple targets up at once for guilds to compete over which one(s) to go for. | |||
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#9
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Not to derail, but mallets weren't easily farmable on Live. That's why you didn't do it.
Either way, who cares? Top guilds will always collect these sorts of things to give themselves an advantage in any game. It's why they're the top guilds.
__________________
Alkorin Angainor <Evil Empire> - retired!
Formerly Alkorin / Crimsong of <Legacy of Steel> (The Nameless). Quote:
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#10
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his statement makes sense to me.. i think he's trying to say you can change the feel of a game by changing the rarity of certain items.
If everybody was running around with fungi tunics game would be a lot different for example. how much making stuff spawn more frequently would change the game is up for discussion i'd assume.. but either way.. i dont see how making stuff spawn more often would fix FTE... making stuff more difficult.. i could see that and for sure need the monster /shout name of FTE added to game would be helpful. | ||
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