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Old 05-31-2007, 02:28 PM  
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Default Re: RoK -- contested system

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Originally Posted by Aandien View Post
Please fix the contested system for Ruins of Kunark.

Due to the current mechanics, and lack of contested content, its trivial for any single guild to lock down all contested on any server. The only requirement is that guild must start raiding slightly earlier than all other raid guilds.

I'm sure there are a lot of PST raid guilds out there that could kill contested, but never get a single opportunity, because their is an EST guild on their server that can also kill them. Likewise if you have a server with guilds raiding early EST (starting 4-6pm est) then those guilds monopolize all the spawns. The current only works if all the raiding guilds on a server are equally spaced in their raid times across the day/week. However, this spread rarely happens and as a result, 1 guild per server generally gets almost exclusive access to every contested mob (unless they decide they don't want to kill a particular contested for whatever reason).

A couple of suggestions that could make contested actually contestable:

1) remove all instance content and make everything contested *OR* remove all contested and make everything instanced. It's clear the dev team does not have the resources to support both styles of raiding. Pick one. When you do contested half-assed like are done now, you create content that caters only to those who have no hard commitments in RL and can log in at any time to kill them. If you were to remove all instanced content, then there would be enough contested content that it would be impossible for any 1 guild to monopolize all of it.

2) make contested into 'instanced' contested. That is, make the contested fight itself an instance, but make the ability to enter the instance contested. As part of this, monitor the # of deaths that occur in that instance, and boot the guild who dies too many times. Further, create a 1 day lockout on entrance, and then create a longer lockout on success than the instance respawns. For example, set the lockout to 15 days on success, with a 5 day respawn on the instance. This allows for 3 guilds per server to have access.

3) Make contested take a full 'typical' raiding session to do. None of this 10 minutes to kill a contested. If you want to kill 1 contested, it should take you all night -- regardless if you know how to do it or not...it should be a full night affair. No guild should be capable of killing instanced content + every contested on a server the same night. If there is multiple contested up -- you should be forced to having to pick just one, knowing that it will take you at least 2-3 hours to kill it (assuming you make no mistakes).

4) make contested only spawnable by ring events that *REQUIRE* a large number of people to do the ring event to complete it. IE, make a ring event that requires 4 full raids at the same time doing something just to spawn the actual contested. As long as the majority of raid content stays at single raid sized events, then guilds will not expand their size in order to monopolize these new events. It will require the raiding community on each server to join forces in order to spawn a contested...and at that point, you will now have 3-4 fully assembled raid forces at the contested to actually *gasp* contest the spawn.

I'm sure there are tons of other ways keep the concept of contested -- that is rare and valuable sources of superior loot -- but still make that content actually 'contestable' by a larger percentage of the population. I'd hope to see RoK implement some new ideas here as it gets old seeing the same guilds on the same servers completely dominating nearly 100% of every contested mob...not because they are better than other guilds (although they may very well be at this point given they have had exclusive access to this content for such a large period of time) but simply because they log in earlier (or are willing to do phone chains) and have had more access to killing those encounters.
1) Someone else pulling the RL card out for their guild sucking ass and not being able to kill a contested mob... If you removed all instances, you would hear the casual raid guilds screaming that they cannot raid and get anything. Wasn't this what happened back in KoS when people cried they couldn't get DT access because Harla Dar was a contested mob? If everything was made instanced, this game would blow.

2) So you are saying that because a guild was better then 2 other ones in this "instanced-contested" that they should get a lockout timer 15x's what the 2 guilds that were too busy jerking each other off and being retarded do? The whole idea is a retarded one. And why should anyone get booted out of an "instance-contested" for whiping too much? Wouldn't this make testing the mob impossible, or have to be 1-2 pullable?

3) You pull the RL card and THEN you want contested to take an entire night of raiding? This is another dumb idea.

4) So you are saying you want the 'top' guild on each server to be at the mercy of 3 other guilds to even get a shot at a contested? You are fucking retarded. Servers like Oasis would never get a shot at these type of contested since only 2 guilds on that server have completed EH. Not to mention the lag with 1 full raid at contested is bad enough, I can't imagine what it would be like with 4 ready to go raids in one area....

Instead of whining about the way contested are, and have been since T5, log on and actually camp the damn thing and put more effort into getting the contested...
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Old 05-31-2007, 02:32 PM  
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Default Re: RoK -- contested system

Contested are suppossed to be hard to get. That's the whole point, so I agree with everyone that said that.

But it would be nice if they put in a ton of contested mobs all over the place. Maybe like 30 - 40. It would be impossible for a guild to lock them down. That way you could have somewhat competition for things. Although I didn't play it, that was one of the best things from what I understand about old EQ1. The best guilds on the server wouldn't bother with the "Shittier" contested mobs. They would kill the harder ones, and it would give some of the other guilds who are good but not great a chance to kill some.

I also like the idea of making them take a couple hours. Although you can get down to the bottom of ToS in 20 minutes, Vraksakin and Pantrilla are good examples of what the possibilities could be. Make it so both the trip to the encounter takes some time, and the actual fight itself take a good period of time.
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Old 05-31-2007, 02:35 PM  
Fucking SICK of spell resists
 
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Default Re: RoK -- contested system

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Originally Posted by Kouros View Post
The best guilds on the server wouldn't bother with the "Shittier" contested mobs. They would kill the harder ones, and it would give some of the other guilds who are good but not great a chance to kill some.
We have that now with T7.
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Last edited by Illuminator; 05-31-2007 at 02:36 PM.
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Old 05-31-2007, 02:37 PM  
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Default Re: RoK -- contested system

The only thing they need to do is add MORE contested. Sorry you can't kill them - oh and time zones? give me a break. Contested (you would know this if you even cared to track them instead of just being jealous of whatever guild on your server is killing these) have large variable spawn timers.

Most of them anyway.
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Old 05-31-2007, 02:39 PM  
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Default Re: RoK -- contested system

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Originally Posted by Illuminator View Post
We have that now with T7.
Quit with that, no we dont have 40 contested mobs for tier 7. and of all of the t7 mobs all but 3 have been out for a year and a half its fucking over.
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Old 05-31-2007, 02:45 PM  
Fucking SICK of spell resists
 
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Default Re: RoK -- contested system

I'll give you one more chance to read what I quoted.
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Old 05-31-2007, 02:51 PM  
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Default Re: RoK -- contested system

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Originally Posted by Widem View Post
Quit with that, no we dont have 40 contested mobs for tier 7. and of all of the t7 mobs all but 3 have been out for a year and a half its fucking over.
Yea, I'll just use my server (nek) as an example.

Disso and probably Quiesence (sp?) would be concentrating on the 10 hardest that drop the best loot. But if other contesteds are up they would still kill them.

The second teir guilds like WoN, Shoukin, Stasis FoFH etc (and take no offense since I'm including my own guild in that rank) would be competing over maybe the #11 - 20 contesteds. Same thing, if other contesteds are up they can take a shot at them as well.

Then the last 10 or so contesteds would be up for grabs for whoever. Still be difficult encounters (like you couldn't just form a pick up raid and kill them) but not as hard as the other contesteds that the organized raiding guild would compete over.

Just keeping with the spirit though is that the contesteds would need to be at their easiest on par with the harder "instanced" stuff.
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Old 05-31-2007, 02:58 PM  
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Default Re: RoK -- contested system

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Originally Posted by Ethar View Post
Sweet you get some avatars dead this week?!

EDIT: I would love life if for t8 they revamped all the contested in game to be level 85 ;p. But that is wishful thinking from hell!
Sweet, you get any Matrons dead this week?!

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Originally Posted by Khalan View Post
I did coldtooth when I was a nub in T4, and its the single mob that got me addicted to raiding. It was hard for it's time at the appropriate level.
It was the Spider in Nek that did it for me
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Old 05-31-2007, 03:04 PM  
Fucking SICK of spell resists
 
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Default Re: RoK -- contested system

For me it was the Shattered Vale guild writ. That day I learned that (a) friendly guilds suck, (b) killing gray mobs gets you no loot, and (c) instances have things called lockouts.
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Old 05-31-2007, 03:11 PM  
Testiculos habet et bene pendentes!
 
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Default Re: RoK -- contested system

Hay guys, could you leave PHH up so we can schedule a raid for him a week in advance?
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