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#61
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"leaving zero chance for mobs and [b]WHEN[b] theres pvp, i imagine its very one sided." For the past 18 months you've been the GM whose policy has allowed one guild to leave ZERO (0%) chance for mobs and WHEN (big distinction, since we all know these occurrences of pvp for raid mobs is actually extremely rare) there is pvp it's completely one sided. So you not only acknowledge that the only variable in the raid scene is number of players, that the pvp is completely one sided because one guild can become a ZERG and give not only 0% chance in pvp because of the power in numbers, but also 0% chance in getting a chance at a raid mob. The fact is, any change to variance will start a path of net positive effect on the server and guild structure. Your current structure gives 0% chance in both PVE and PVP to any zerg that materializes (again, it doesn't have to be Nihilum, this isn't anti Nihilum, this is anti-server policy). Now you want to construe that point into what you say below this and muddle the entire argument. This is the only argument that matters! Quote:
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If we go deeper, they are mad that the only variable in end game on this server is how many players you can recruit into your guild. The clear advantage for recruiting would be the zerg guild (again, name doesn't matter), and even if the zerg guild was overthrown or fell apart in some fashion, ANOTHER zerg guid would form. So again, it doesn't matter which guild name is en vogue, it matters what the server policy is to give people NOT in the zerg guild a chance to compete. The current policy, as you've stated above (!!!), gives 0% chance for them to compete in both PVP and PVE. As the lead GM and lead PLAYER ADVOCATE, I say good job! A job well done! Quote:
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On the topic of retaining current players, I find it laudable that you wouldn't bring up the fact that Nihilum has churned through literally HUNDREDS of players since inception. The guild with the WORST player retention is the one at the top, not any secondary guild that has ever been formed. So your entire argument below that focuses on why the secondary guild can't recruit more than 20 players to compete against 60 is bunk. Nihilum has the worst player retention track record, just as would be expected with a zerg in any game, imo. Nothing is personal, it's just log in complete your weekly quest and log out. I'd wager most Nihilum members hate eachother, but with the server policy that completely (as you admitted) gives them all the power on the server, there is NOTHING another guild can or will ever be able to do. Quote:
Chastising "the other guild" for their OOC, griefing players, or acting like pieces of shit sure is the pot calling the kettle black. Since you keep wanting to bring this up to a Nihilum vs Azrael argument (again: it's not!), 100% of Nihilum members came from other guilds, even king wheelchair Nizzar himself (Ocean of Tears), and a good number of CURRENT Nihilum members came from Azrael. There are and have been those same pieces of shit in Nihilum, so why try to use it as an argument for why your SERVER POLICY is bad? You've created (or at least continued) a system where one zerg guild will ALWAYS own this server. It doesn't matter if its Nihilum, Azrael, Red Dawn, or a guild name not yet created. Your server policy is wrong and while you're able to see it (0% chance for another guild to compete in PVP or PVE), you're just not able to admit its your fault and something completely under your control. We all know the definition of crazy is doing the same thing over and over and expecting a different result. You've done this for 18 months and I think you're expecting a different result without action. It's not happening. No one is ever going to be able to lead a satisfactory competing 2nd guild on this server without being able to compete in PVE and PVP. There's no way you can recruit or retain quality players when the chance of success is so low (0%, according to you Sirken). With variance, you open up the door for leaner, more agile, and more active guilds to move in and take raid mobs or at least compete in some fashion with the zerg guild. They certainly won't win every mob or every guild on guild event, but they will win some, and then some more, and then some more. You will give hope to people who feel trapped in the current top zerg guild to quit it and do their own thing, instead of being forced to be in the only guild that kills MOBs, or a guild with leadership they don't like. It feels stupid even arguing these points anymore, you've had 18 months to make completely obvious changes and you've failed time and time again to do them. But I will pose the question again: In the case of variance, can you (or someone) please tell me 1 good thing about non-variance system? What is one positive effect that it brings the server? And then tell me why trying ANYTHING other than the current system, that we have 18 months of empiric data on, is not better?
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The best time to implement VARIANCE on Red99 was 18+ months ago! The second best time to implement VARIANCE is RIGHT NOW!
Stop giving the zerg complete control of the server and allow other guilds to be built. Server policy is ruining Red99 end game, only Sirken and Nilbog can fix it! | ||||||||||
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#62
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HOLY SHIT MAN
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#64
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Did u just copy paste the entirety of the latest game of thrones book?
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#67
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I'm genuinely curious, not being facetious here, how do you guys picture this time spent? Do you think about 10,15 years down the line? How do you imagine yourself reflecting on the past when your older? Like a little bit a week seems like a good hobby, maybe 10 hours a week. But devoting so much time, and at what cost. You can't honestly say it doesn't affect your personal lives. Spending 60 hours a week means that, if you have a job, you are leaving 0 time for either sleep or social interaction, something is getting cut. Human beings need real emotional connections me face to face interaction. Or it means you don't have a job, I guess. Just curious as to how you folks who play 60+ a week or plan to in the future justify it or how you look at such a large portion of your time spent trying to relive your past. | |||
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#68
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hot damn cast
i wish i could post up some shit like that and its not that i dont care.. i just feel like its wasted breath i also dont have to type fucked up sequences of sentences but its wut i do. sirken you are wrong. sorry if you dont like that fact. i dont really care. | ||
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#69
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It is far easier to kill all raid mobs on 1 day each week by having the zerg reserve 1 day for gaming. Login in, earn DKP, log out for a week leaving the server a wasteland with zero end game and low pop.
Variance will make that harder to do. So either the zerg will have to play every day in order to lock down every raid mob, or the rest of the server will have a shot at downing raid targets. It raises the difficulty level and expands the end game to include the rest of the server. Of course, the DKP farmers will hate variance because it invalidates their gear spreadsheet timelines. | ||
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#70
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That was really well written Cast, not trolling. Pretty much spot on about everything.
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Checkraise Dragonslayer <Retired>
"My armor color matches my playstyle" | ||
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