#11
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Even if they did it situations like that always devolve into A/B/C/D teams of declining ability, and at the very least C/D are going to end up failing which blows the whole plan into dust. Riot isn't stupid enough to actually do that, and they aren't bringing 400+ to every raid. IMO if you don't like alliances for Tunare then you start with AG/R/F as the rotational guilds and they can bring in allies, but ONLY if the allied guild isn't another rotation guild. Force Freedom to get nice with TSS or someone, or clear it themselves, or lose their slot. Your idea of saying the ally guild can't get loot is far too difficult to track and enforce, we are trying to make less work for the GM's here not more. | |||
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#12
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Just convince your leadership to go along with your plan. Right now all they've offered up is a full rotation in UN which unfortunately isn't getting us anywhere. | |||
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#13
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#14
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How about you don't have to read a tome of stupid rules for specific mobs and stuff is just rotated like grown adults?
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#15
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Well the simplest approach to have a sort of soft rotation and still maintain some semblance of competition would be bag limits. Which have the benefit of the GM's previously showing interest in seeing it happen.
But you try bringing that up with a lot of the edge cases with outsized voices in the endgame and you'd think you just tried to cancel their birthdays. | ||
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#16
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#17
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To be honest past raid precedent rules seems like a fuzzy term that is weaponized to try and claim some sort of higher ground to petition in the first place. When the meta changes precedents need to be reset to fit the current state of game play, which is what is supposed to be happening right now.
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#19
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the simple answer is to make these mobs so difficult it takes everyone working together to defeat them.
M
__________________
Unli, Magician of the 50nd Teleport
"if the rules are all you use to determine what you should or shouldn't do, you're probably an a-hole" -soup Hooden • Xegony enchanter '00 - '02 • <Aeternus> from SoD '06 - '07 | ||
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#20
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Simple (or complex behind the wheels, i don't program this shit..)
Tie every raid mob to a secret spawn timer in addition to it's current spawn time. Mob A (7 days with variance) Mob B (7 days with variance) okay nothing new here, now add Mob A (7 days with variance) (has a % chance to spawn mob B .... or C or D at the same time it spawns.. think plane of fear repop) So mob B has a chance to spawn early (unpredictably) with the spawn of a similar high value monster. This makes people keep their trackers up, but where? There's where the fun is added on top of more spawns. So let's say cazic pops and yelinak wasnt due for 4 days but the secret hidden small % chance to spawn hit lucky 7 and yelinak spawns 4 days early at the same time as Cazic. Now the guilds racing for Cazic (lets be honest, knitting sweaters watching the discord / login screen for text messages) might learn Yelinak is up too and race for it, or since it was completely unexpected, a complete wild card guild might find themselves with a chance at Yelinak because they happened to track it while 300 other raiders are rushing into plane of fear in a wild frenzy. Now the mobs tied together by the new simultaneous spawn variable can be random, or by tier or whatever, but wouldn't it be nice to have a raid solution or bandaid thats positive for everyone aka, more mobs, more surprises and more rookies getting to step up to the plate? Think about it -- its unique, its fresh, and it's completely unpredictable if done right. Be a hitter babe. | ||
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