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#19
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![]() Easy fixes:
1) Make raid mobs significantly harder so that for any given encounter the possibility of failure regardless of flawless execution is still relatively high. This would make guild competition dynamics more interesting since now there'll be a trade-off between preparation and first to engage instead of basically being guaranteed the kill if you are first to engage. 2) Get rid of variance and simulate server resets once a week. This will force guilds to prioritize targets and mobilization strategies to try and get the most/best targets since all the targets will be up at once. This solution will also allow more guilds to participate in raiding and is the most classic solution (in fact this is classic). 3) Enforce rotation - boring but it makes the rules easier to enforce. ------------------------------------------------------------------------------------------------------------- The devs can easily implement any one of these systems (one of which there's no arguments that it's not classic). However, the fact they haven't for the years of this server indicates to me they have no intention of ever changing the system regardless that the current set of rules are ineffective. "Why?" is the question. I don't see what the aversion is to a simulated reset once a week. | ||
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