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View Poll Results: Is variance still needed? | |||
Yes, it promotes "competition" |
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75 | 29.18% |
No, its an unneccesary non-classic time sink |
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182 | 70.82% |
Voters: 257. You may not vote on this poll |
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#1091
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#1092
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![]() Almost all TMO have been pretty friendly from my experience. Granted im not contesting raid spawns against them though.
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[60 Oracle] Kaludar (Barbarian) [35 Enchanter] Droxzn (Skeleton) [XX Rogue] Hailto (Half-Elf) Red: [21 Wizard] Hailto (Dark-Elf) | ||
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#1093
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![]() Orruar, enough about the TMO as douchebags theme. As you can see from Eccezan they love it anyway. I've met plenty of nice people in TMO; what separates them from the other players on this server is that they care more. Usually when I get into some conflict in P1999 I just give up because the drama isn't worth it to me. TMO players in general care more about pixels than other players and are willing to go through more crap (both game and social) to get them. Thats why they're in TMO. Even Fountree is a decent enough guy, he just wants his pixels so badly that he's willing to CR for hundreds of hours in VP. Nothing wrong with that.
Back on topic: All hail 1999!
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#1094
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#1096
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If you are still open to brainstorming, I'd like to bring up an idea. Let me first set some context by listing some assumptions: I believe that guilds that do more work should get more loot. I believe that small guilds that do less work should get some loot. I believe competition is fun, and racing to targets is fun. I believe having no targets is not fun. I love the idea that you propose in your topic. I truly think FTE shouts, server repops, and raid variance will make a difference. I also agree with the points you made in the other thread, that the top guild will get almost all the loot anyways. I think this will definitely happen, and we'll see smaller guilds get, as you say, 1 maybe 2 targets. That's certainly better than nothing, but it does leave a lot to be desired. Enter the idea of raid tokens. Guilds get some number X of tokens per time period, and can use them to spawn raid targets. Small guilds that will never be able to batphone/poopsock/etc will still get some loot. Big guilds that do more work will get the lion's share of loot. Second tier guilds have a chance at fighting for the lion's share with the big guilds, but have a fallback plan. What I like about the raid token idea is how it lets smaller guilds get something, while still rewarding the raid guilds for their persistence and dedication. It feels to me like the best of both worlds. You still have the immersion of a full world, with real reasons to compete. You lose the cockblocking aspect. I fully realize it's not classic, and not in line with your original vision. I thought I'd post this since you mentioned brainstorming. To be clear, I would suggest adding raid tokens in addition to the changes you proposed in the original post. The number of tokens, the time period they last, and all of that can be discussed later. Let me now to over the problems I see with raid tokens. 1) Not classic This is a much more invasive change than FTE shouts and variance. I agree it's not classic. 2) Big guilds will split up into 12 man guilds to get as many raid tokens as possible. I think it's almost certain that something like this would happen. The player base, as a whole, would have an incentive to make as many guilds as possible to get the most tokens possible. 3) Adds more loot to the system More loot goes into the system, running the risk of mudflation and devaluing the work that dedicated players did to build their characters. I'm sure there are more problems, but these to me are the three biggest problems. I wanted to acknowledge them. I think it would be worth having a discussion on this. I'd like to think that the pros outweigh the cons, but it's quite possible that I am overlooking a problematic exploit. The main problem I see raid tokens solving is how small guilds get nothing under the current system. I love the idea that guilds can get something, even if it's only 1-2 spawns, without taking away from the big guilds that put in tremendous work. | |||
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#1097
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![]() I can guarantee that BDA would take an interest in VP if training weren't the deciding factor in the zone. This might mean that TMO would have to defend VP immediately upon a server repop instead of leaving VP until the end after they competed for other targets.
Other guilds would then have a better shot at taking targets. Just a thought.
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#1098
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Granted TMO would probably kill PD every time, but once TMO has killed PD just make it so TMO can't train because there isn't a dragon for them to kill in that group. Put a 24hour time on the dragons, if the dragons aren't all dead by then they go FFA. Simple enough and with shortened windows, it won't hurt the normal spawn if at all.
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#1099
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![]() Awesome! Hope to see it implemented [You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.]
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Daimadoshi, Arch Magician <Divinity> Kurth, Warlock <Divinity> Kaska, Phantasmist <Divinity> Fuam, Druid 57 <Divinity> Willo, Cleric 54 <Divinity> | |||
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#1100
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All other normal spawning mobs would still act the same way. PS, I haven't changed.
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Last edited by Autotune; 10-12-2012 at 09:37 PM..
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