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Old 04-05-2010, 10:14 PM
Kraal Kraal is offline
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Join Date: Nov 2009
Posts: 19
Default Raid rules suggestion

Let's face it, I hate the variance... What it breeds is a large pool of anti-social, druid stocking, boxing, phone bombing, rule breaking, training ass hats.

The rules as they are, are quite gray and just like a loose-constructionist on Roe v. Wade. It can be interpreted in a way that benefits the situation at hand (I.E Draco) and exploited to be shifted to get "favor" in a purely case by case basis.

If the variance was removed, and raid encounters were reset (let's say Vox, Naggy, CT, Inny all pop at 8 CST on a Friday) there are four possible targets per week that spawn within the same window and it opens up raid encounters to be negotiated between guilds based on certain rule sets.

I agree there needs to be a sizeable force present to engage an encounter a spawn shouldn't be held by a group, but there shouldn't be massive amounts players flocking to get one kill.

There shouldn't be a 30 minute timer to engage a mob, if one force has 15 in the zone at the time they should be able to engage without other guilds breathing down their neck and they have sole rights to that raid encounter until one of two things happen:

1) they defeat the mob

2) they wipe


Under the second rule any guild can come swipe that mob because they failed to successfully defeat the encounter under normal raid means.

With four raid targets up at the same time guilds can be spaced out evenly without any friction in zones over who has claim on what mob, and there is zero rushing another guild and "leapfrogging" them due to where a mob spawns, how the zone is cleared, and how the time limit is running.

This also opens up diplomacy and exchange of targets (I.E trans wants Naggy, IB wants CT) and they can exchange targets under terms that seem reasonable if they've got current claim on the target and NO other guild is in line for the target at that moment (No other guild in the zone)

This keeps the competition by assembling your raid forces(you can get multiple targets if you've got the man power to drop yours quick enough and move to another zone that's one guild occupied and they wipe) in advance and claiming spawns, but it also prevents many inadequacies that occur because of the murky rules that are set for how to engage a target.

This of course is assuming all guilds in question are mature and can handle simple diplomacy, and work with a system that keeps friction out of the raid zones.
 


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