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#1
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![]() Gonna throw this one out here because I'm overtrained. Nothing new here really, it's just a weighted combination of other people's plans so that everyone gets something.
Each guild will be classified as Tier 1 (full on variance guilds; starting members: FE/IB and TMO), Tier 2 (junior variance guilds; starting members: Taken, BDA, and Divinity), or Tier 3 (smaller guilds; starting members: Europa, The A-Team, and Azure guard). The primary rule here is going to be Sloan style effective rotation between TMO and FEIB: if you killed a mob the previous week, you have to wait 30 minutes the next week, and applies to all guilds regardless of tier. I know TMO doesn't like this much, but it's primarily here to make the GM's lives easier. First week: Full rotation. Everyone will be sorted by tier first and /random second, and pick what targets they want in repeating order. Since this is primarily for the benefit of the smaller guilds, they will pick their own kill times. Example: The A-Team picks Severilious @ 10PM ET. So if Sev spawns at 5AM, we have 17 hours to kill him; if he spawns at 4PM we have 6 hours to kill him, etc. It also means during this week people only have to log on trackers once or twice per day. Second week: Practice Mode. Tier 1 guilds must wait 30 minutes before engaging any target. No restrictions on Tier 2 or 3 guilds. Third, Fourth, and Fifth Weeks: full 'competition. In practice this will mean a TMO/FEIB rotation. End of the cycle: promotion/demotion. More than 10 mob kills -> Tier 1. More than 1 mob kill outside of week one: -> Tier 2. Otherwise: Tier 3. So the idea here is that everyone gets a little something. Guilds like The A-Team get a shot at something uncontested every now and again, BDA gets a week to hone their batphone skills under slightly less 'competitive' circumstances, and FEIBTMO still get most of the goodies. Estimated mob distribution: A-Team, Europa, Azure Guard: 2/85 = 2.3% each, 6.9% total BDA, Taken, Divinity: 2+4+1 = 7/85 = 8.2% each, 24.6% total FEIB, TMO: 2 + 3 + 8 + 8 + 8 = 29/85 = 34% each, 68% total I consider this solution far inferior to repops, but I'm just throwing it out there because in the end I think there will be a compromise that looks something like this.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#2
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![]() Splorff, I imagine you'll be the representative for A-Team?
The two-hour wait consideration is really just an arbitrary number for the "elite" raiding guilds, as you describe them. It only takes TMO and FE about 3 minutes to full mobilize and kill any target (with the exception of CT, due to the mechanics of the encounter only). The two hours is just a courtesy to smaller guilds that might have to wait for members to log on due to the lack of a batphone or whatever. Beyond that, this proposal really excludes and limits the raiding experience for TMO and FE. Considering our guilds must wait X amount of time for weeks 1 and 2, we effectively only get 2 raiding weeks per months. Leaving a mob up for 2 hours or 30 minutes wouldn't be worth our time for the most part, as BDA, Taken, Divinity, or even a posse of pick-ups can engage and down most of that content within those time constraints -- especially within two hours. | ||
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#4
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![]() Speaking as a casual raider (not a representative of AG), I love this proposal. Also, as a casual forum-goer, I love Splorf22. He did force me to make an enchanter after reading his enchanter guide, however, which was kinda rude...
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#5
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![]() Not a bad idea, though week 2 needs an adjustment as it is basically free mobs for BDA. If they agreed to wait X hours before killing something so Tier 3 guilds could get a chance, I think it would be better.
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Jack <Yael Graduates> - Server First Erudite
Bush <Toxic> Jeremy <TMO> - Patron Saint of Blue | ||
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#6
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Anyway I don't think anyone will really like this proposal. It doesn't give everyone what they want. As I said, I think repops are way better. But it's a reasonable compromise.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#7
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Stop by VS pit
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hello i'm cucumbers
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#8
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Corova Moloko, Crusader and Guild Leader of The Mystical Order
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#9
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![]() Out of all of the proposals so far I like this one.
Still gives the "hardcore" people most of the bosses, basically 3 full weeks. And the first 2 weeks give others who have less time to devote to the game a chance to see some encounters and experience some good ole Everquest, that's what people are here for right. | ||
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#10
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![]() Yep, I really hope some variation of this proposal goes through. Not really sure who this proposal isn't fair to (unless you count the people who want everything for themselves). It gives the people who want "competition" (as they call it) while also allowing other guilds to get more than scraps.
It also seems to put incentives in the right places. I mean, if a tier 2 guild is getting a lot of kills, but doesn't want to go to tier 1, they would likely back off to avoid getting to many and thus letting other guilds get more that. Likewise, if a tier 1 guild can't really compete in a tier 1 environment, they would drop back to tier 2. It also seems like something more simple to maintain than a lot of the other ideas. Main problem I see is the "bigger" guilds not playing ball because of their "getting a significant majority of mobs isn't enough, we want them all" attitude.
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Decaying Skeleton says, "Thanks for share."
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