Thread: Raid Changes
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Old 12-16-2009, 06:46 PM
karsten karsten is offline
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I too am happy to see that Nilbog A: ultimately don't think much of a rotation system and B: is genuinely searching for solutions to remedy the issue in a manner that involves the last amount of their involvement. I'm also happy that he's willing to discuss it with both sides of the issue instead of just talking with one side and then handing rules down from on high and threatening people with bans if they don't stick to it.

A spawn time variance is a WAY better system than what we have now, and I'm all for it. Wenai's suggestion of allowing for a 48 hour variance is a solid amount of time assuming that we'll still get the same number of pops say, in a four week period, which I think he has indicated will still be the case.

The danger of a guild just camping something for 48 hours or even 96 is a real one -- given that I've seen trancscendence already camp something for 14+ hours. This could be remedied with a decision regarding engagement, and a variance on the spawn timer should still allow for the more organized guild to be "ready" sooner than the unorganized one, regardless of who had, say, 12 people there first.

If the rule was who is first to engage, given a variable spawn timer, the feedback i've gotten from GMs that i've talked to is that it'd be a pain in the ass to figure out, and even more of a pain in the ass to enforce -- I can follow that. Thus, my proposal is to have a variable spawn timer, and have whoever gets the xp gets the kill, as long as that force had at least 12 people inzone for dragons and 18 inzone for gods.

Or, and I'm a big fan of this: let's fucking guildwar. IB has better gear, Transc has more players -- let's do it up
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