#101
|
||||
|
Quote:
Those 200 people may choose to sit in DL or camp out at entrance of KC. But they don't have to sit there for 16 hours for a chance to kill VS. They can show up 10 minutes before, snag some buffs, and be ready to race for him. 16 hours discourages many from partaking in the raid scene cause you could put in 14 hours of tracking and not see the mob. With zero variance, firstly... It's Classic. Secondly it's classic. And thirdly, the people who want to compete for raid mobs don't have to devote two entire working days of tracking just to see the bloody mob spawn. They can devote 20-30min of porting around, buffing, and then racing for it.
__________________
| |||
|
#102
|
||||
|
Quote:
And you may not have given thought to class R, but the increased socking you're doing is a result of it. I'm just pointing out that you have some ability to entirely eliminate socking on 1/2 (class R) of mobs you engage and reduce socking on the other 1/2 (FFA) by working with players rather than asking GMs to step in. Clearly you don't care enough to do this so it weakens the argument that GMs should care enough. The thread is about an alternative to variance in the title anyway. | |||
Last edited by Juryiel; 04-06-2015 at 03:14 PM..
|
|
#103
|
||||
|
Quote:
| |||
|
#104
|
|||
|
I'd rather have no variance and have a random dice roll determine who gets the mob than have to have a character camped ready for mobs at 16 hours a time. Having someone stare at the screen for up to 16 hours is truly a waste of time and not something I think the original developers of EverQuest would ever imagine.
It would definitely remove the necessity to have multiple level 60 characters camped out across the server. Raid content would be more accessible to all. People could actually play/enjoy the game since mobs would not be "in window" as often. Who cares if guilds poopsock for 10 minutes on every mob? Guilds might actually choose to not have zerg forces since a reasonable number of people would be ready if they knew when the mobs were going to spawn.
__________________
Previous Guilds: The A-Team <- Rapture <- Flawless Victory
Zanderr Locke - 60 Punk Rock Bard | Minnesota Nice - Monk | Squaresoft Chocobo - Shaman | Bowbafett | Supermetroid | Weaponx Power Leveling Service | OT Hammers | Quillmane Quide | ||
|
#105
|
||||
|
Quote:
__________________
"All we really lose is one Warrior."
| |||
|
#106
|
||||
|
Quote:
And Detoxx that may be... But I'm pretty sure that's false. I'll pull up my logs when I get home and we shall determine whose Sunday Morning 10 min before spawn memory is correct.
__________________
| |||
|
#107
|
|||
|
Anyone care to explain why guild lockouts and spawn times of <12 hours wouldn't fix the pooping of socks? Is it simply the thrill of competing with other guilds to get the mob or is it just not classic?
| ||
|
#108
|
|||
|
getting rid of rotation and not getting rid of variance seems like a strange decision, although variance requires code.
but still, getting rid of rotation was stupid | ||
|
#109
|
||||
|
Quote:
| |||
|
|
|