#21
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Only the raiders themselves can solve this problem, no rule, aside from rotation, will. And even some of the rotation suggestions promote some sort of camping for the 2ndary guilds.
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Phallax [55 Luminary]
Phallax [51 Mystic] Jeebs [40 Ranger] | |||
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#22
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Say on one particular Saturday... Vox was killed at 9:30am EST, Nagafen was killed at 10:15am EST, and Innoruuk was killed at 10:35am EST With no variance, the next Saturday, raid forces could just kill one at the exact right time and know exactly how much time they had to move to the next target. This gives a huge advantage to the guild that killed the previous week who has a rock solid exact time of death. However, with variance raid forces with some knowledge of time of death, even exact would have to decide which one they wanted to prepare for, since they couldn't be in all 3 places at the same time and the spawn windows would significantly overlap. There is a balance involved. Overlapping spawn windows make it harder for one guild to monopolize content. Most people feel that is a good thing. To make spawn windows overlap, it helps for them to be long. However, the competing pressure is that longer spawn windows encourage camping. In the end, I thought just enough variance to progress the spawns around the clock was the best compromise. In my judgement, camping is a worse outcome than one guild using knowledge of Time of Death to monopolize spawns. Quote:
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#23
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As for a rotation, there are two serious problems that make a rotation a non-starter. 1. Unless it is GM enforced, a raid force that doesn't like it can simply ignore it, and GMs have said they WILL NOT manage a rotation for us. Any rotation would have to be player created, player agreed upon, and player enforced... which brings me to point #2. 2. There will always be enough players on the server that prefer competition to a rotation to band together and race for raid targets. Without GM enforcement of the rotation those people who want to compete for spawns will gather together and do so, not caring at all which group the rotation says is supposed to get the mob. Until someone can convince me that one or both of those statements is false, I will consider ideas of a rotation to be non-starters. If anyone has a rebuttal to this line of argument, can we move that discussion on the viability and nature of any potential rotation system to its own thread? | ||||
Last edited by Dumesh Uhl'Belk; 06-25-2010 at 04:30 PM..
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#24
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If no rule can solve the problem, it is at least feasable to limit the problem until such time (if ever one exisits) that no rule is needed. As things stand, however, the rules actively encourage camping. I'm of the opinion that this is a good compromise.
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Kaira Bloodrose <Divinity> - 54 Cleric of Erollisi
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#25
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The taller you would build the tower, the stronger you must build the foundation." - Chris Thomas
Donate a water filter in Haiti. Click Here | |||
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#26
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More famous than Jesus and better dressed than Santa Claus; wouldn't be seen dead on a cross and have never been caught up a chimney. So I deserve your money more | |||
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#27
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#28
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First off just want to say that I was in no way advocating either solution in my previous post. Was just saying.
In essence the only way to eliminate camping is a rotation agreement of sorts. And again before I continue want to say I am not advocating any solution, just pointing out things I see. You said that guilds don't get anything for joining in a rotation. And the truth is they do. 1. They get more free time, unless they want to sit around waiting for a wipe. 2. As long as they are able to kill a target, they are almost guaranteed a certain amount of loot. As for policing it, Reputation is big in classic EQ and if a majority agree to something the few who don't will suffer the consequences. It's one thing for a guild on guild fight when both have a claim to something. It's quite another to breech an agreement held by the servers guilds. But I do agree, getting the powers of the server to agree to something would be a major obstacle. It would take the guild leaders of each raid ready guild coming to an agreement. | ||
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#29
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1. The parties colluding must have the means to lock out outside competition. 2. None of the colluding parties can believe they could be better off by cheating their partners. Number 1 is impossible without the rotation or agreement being GM enforced, which is somewhere between "highly unlikely" and "never hapening" given previous dev statements on rotations. Number 2 is a rare and elusive balance that never seems to last for long. Members of real life cartels are forever stabbing each other in the back and looking for advantages. A little research on OPEC or the Columbian drug trade should satisfy anyone's curiosity on that point. Even if that balance was ever achieved, I wouldn't bet on it lasting long. Bah, here I go discussing rotations in my own thread again [You must be logged in to view images. Log in or Register.] Bad Dumesh! | |||
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#30
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As said, views on the subject vary, but as for me... Quote:
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Kaira Bloodrose <Divinity> - 54 Cleric of Erollisi
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