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#61
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I agree that purely removing variance would suck at first. It might lead to a rotation as people realize that an FTE fest is retarded, but then it might not. I want to see a) weekly repops and b) a few tokens per guild. This would completely change the dynamics of the raid scene.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#62
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#63
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More raid pops or tokens isn't really that great. I agree something has to change but I don't think this is the answer. Anything that could mess with the economy in a game where there are No Bind On Equip Items is bad. More raid targets = More loot on the server.
I believe the schedule set in place for the next 2 weeks is really the only option. Lets see how this pans out.
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#64
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#65
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1. Variance is halved for all mobs in order to not waste peoples time and effort, and it allows for a greater likely hood that mobs will be spawning in closer time proximity to each other (Have to choose one of the other). Help GMs!!
Batphoning/Zerg guilds still benefit from variance and smaller/primetime guilds have a better chance of actually seeing a mob spawn if they hunt in a particular zone during the mobs window (100% better chance of seeing mob if variance is halved. Smallest window would be by Dracoliche of 12 hours and Trakanon would have an 18 hour window.) 2. Guilds are only allowed to kill every fourth spawn of each raid mob, once a mob has been killed 4x the "rotation" resets, and at the end of every month the "rotation" resets no matter where it is in the cycle. (About 2.5 Trak/Maestro/Dracoliche per month and 1 Gore/CT/Inny/Sev/Tal/VS/Fay per month) There are easily 4 guilds/raid forces on this server that can kill these mobs within a few hours of them spawning. (Help everyone!!) With this strategy you would see the raid scene blown wide open, there would still be FTE fights/mobilization(Batphone/Zerg guilds still win out) wars, most likely the same 3 guilds would get 75% of the spawns, but the other 25% would be fucking awesome and a lot of fun for the rest of the server. 3. This would require a window on the P99 website stating which guilds have killed which mobs during a current month so that it is known by all that they are not in the running. Help GMs!!
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~ Azure Guard ~ (Officer)
"All is fair in love, war and Class R" Yaolin - 60 Monk Stunz Andmezs - 60 Enchanter Bripip - 60 Wizard Bogmuk - 59 Warrior Rational - 55 Shaman Paradoxy - 42 Ranger | ||
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#66
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I believe the staff here wants the players to work out their own system, whether that be a rotation or pseudo-rotation, with no staff enforcement necessary. And rightfully so. It can be done, but it requires the population polices themselves. Something that is quite easy so long as the good people of each guild hold the shitbags accountable.
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#67
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rogean in my head while reading the front page [You must be logged in to view images. Log in or Register.]
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#68
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If 7-8-9 guilds are all working together for fun, competitive atmosphere that: a) Doesn't involve a SECURED rotation, but b) DOES introduce a guaranteed opportunity for other guilds, and c) LIMITS the instances for back to back to back to back kills by providing an "exclusion timer" I really feel (after the conversations we had last night) that this could be not only a regime change, but a fundamental shift in the wait that P99 raiding is policed and conducted....we're all here to enjoy the content, I'm excited to see this agreement in action. To a GREAT couple of weeks, and with any hope, a vast improvement long term on the raid/end-game scene!
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Anichek Dudeki
Officer, Guild Relations Bregan D'Aerth | |||
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#69
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The real problems here are variance and overcrowding. The real solutions are repops and tokens. Everyone can compete and keep score on whokilledit, and the casuals can kill a few mobs each week with tokens. Everyone wins. I know Rogean wants everyone to just play nice, but he has to create rules where that's possible.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#70
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Pint
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