I think a few people are way off base here. Getting to kill raid targets, for most of us, is not about wanting to be "gods among noobs" but rather getting to frickin raid lol. I love to raid, that's what kept me in EQ for so long, if it was a game that u just got great gear from group lvl shit i prob woulda quit. That being said here are my thoughts on rotation/competition.
Rotations have their obvious benefits. I know on transcendance's first naggy kill we were trained 3 times before we could even get to the mob. Once the trainers admitted it their guild helped us CR. A rotation eliminates this sort of behavior, and reduces a lot of stress for guild/raid leaders. It also ensures that everyone on the server who as at raiding lvl gets to have some fun and raid. That being said tho..
Mob competition is innately part of EQ. Notably the game started losing many of its key guilds and "celebrity" players when raids started being instance, example is Furror in FoH with plane of time. There are key skills raiding guilds need to be successful that really separate the casuals from the good players, most importantly its teamwork in mobility to a raid target. Having mobs on rotation completely takes this aspect out of the game.
Why did we start needing rotations already? Mostly its because of the lack of raid content available, when there was enough guilds on live to really cause competition between the guilds there were enough targets that a guild could still raid atleast something, even if it was not the mob they had their eyes on. Like i said earlier this is the real motivation for most of us, getting to raid. My solution is not some grand master plan and spawn timer and GM watchings us like babies, but simply give us the other planes to raid. This will alleviate the pressure big time.
However, if this is not in the realm of possibility, due to progression sequence wanted to be maintained by the GMs, then really without their being a cry drama fest rotations seem to be the best route. IF the decision to stay on rotation is kept tho, i think it should be limited to a 4 hour grace period to mobilize and kill the mob before it move to the next guild in the rotation. This low grace period does a few things, it keeps guilds needing to be ready and still leaves a little room for mobilization to be a factor, also it make sure the mob is dead at least close tot he spawn time, this 24 hour crap is BS and makes the mob really a 7-9 day spawn instead of 7 days witht he +/- factor in the respawn.
If anyone is still reading this i sort of feel sorry for you.
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