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Old 10-07-2014, 09:40 PM
Anichek Anichek is offline
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Originally Posted by Anichek [You must be logged in to view images. Log in or Register.]
Not speaking on behalf of BDA as a whole here, but offering a hybrid solution that includes parts of 3 and 4 above.


C/R class rotation (1:1) for all non-VP mobs. Regular spawns of VP remain Class C assigned at all times.

FFA portion of class assignment gets removed.

Simulated repops:
  1. All mobs on simulated repop are FFA
  2. VP is included as FFA on sim-repops
  3. Bag Limits on repops vary by Class and Mob Type
  4. Class C = 4 mob limit, 2 VP and 2 non-VP
  5. Class R = 2 mob limit, 1 VP and 1 non-VP, or 2 non-VP

In my head, what this does is it:
a) addresses the point of contention, FFA thus far has been a failure
b) adds incentive to Class C, through retention of all VP mobs on regular spawns (which they have now), but also
c) adds the missing component of being able to test VP as a Class R guild, with a reward of potentially having more VP mobs via transition from R to C, because
d) Class C has a higher bag limit, full time access to VP


The only way to fix FFA is to treat it like cocaine. Give some samples (bag limits), let people hit a line, or two, or three, etc so that eventually they will become a long-term customer (move from R to C).

This would also potentially reduce the poopsocking - simulated repops could remain random and triggered (assuming that's how they happen now, or randomized coding has been really really tight in the shot group). Guilds that opt to race for a specific mob are making an active choice - and knowing that if you run to VP and race for PD loot, the time you spend there may cause you to miss out on getting something else (and thereby leave it open for other guilds who are getting shut out routinely - or in the instance of Class C, potentially "losing" because of the current bag limit and structure).


Just brainstorming - like I said this isn't sanctioned by BDA or Chest, it's my own thoughts.
Add to this to address the FFA shenanigans:

Trackers can track all they want, but any characters IN ZONE when a FFA raid mob spawns are DQ'd from engaging said raid mob. There's no limit on trackers for your guild - put 20 people in zone to track Sev! Those 20 people aren't allowed to engage the raid mob upon spawn, at all.

Engagement defined: Any tactic used to pull a mob - a javelin, a spell, a debuff, a pet, taking damage, etc counts as engagement. If the guild fails to withdraw, and downs the mob, the loot is deleted. Simply put - anyone tracking is barred from engagement, pulling, stalling, dealing damage, healing the reinforcements when they get there. They are simply eyes and ears.

Only code change is to ensure that when the mob spawns, the server has a "stamp" of the characters in zone. Logs will show damage dealt or received by all in zone, before an FTE shout.

At that point, it boils my proposal all down to picking target(s) you want to go for, setting the right eyes and ears in place, and deploying to get the FTE tag with little to no advantage over another guild other than your responsiveness and calculated positioning outside of zones. The bag limits ensure that this will be spread out, simultaneous repops ensure that decisions and priorities will have to be adjusted from time to time.
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Anichek Dudeki
Officer, Guild Relations
Bregan D'Aerth
Last edited by Anichek; 10-07-2014 at 09:41 PM.. Reason: clearer definition