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Old 05-31-2007, 11:20 AM  
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Default RoK -- contested system

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.
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Old 05-31-2007, 11:31 AM  
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Default Re: RoK -- contested system

? Im not following. Are u upset that u dont get contested kills or something? The only issue was a lack of contested. T5 had a LOT of contested...and had outdoor x2 contested that were worth actually killing. The number of contested in t5 alone made it impossible for 1 guild to lock em down. Thats the only issue with this system, they went from 10+ contested down to 2 or 3...much easier to lock down.
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Old 05-31-2007, 11:32 AM  
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Default Re: RoK -- contested system

Quote:
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.
My Response to all your suggestions:

1) Wow, isn't the point of a CONTESTed to be a contest? If you can't login to kill it, too fucking bad, no CONTESTed for you, because you just lost the CONTEST to attack it first. The fact is contesteds are extra content on top of the isntanced raid content, it is NOT meant for everybody!

2) Thank you for adding artifical things on content. Lockouts on instances are 1 thing, but lockouts on contesteds are fucking retarded. They are dumb. If 3 guilds want to kill contesteds, then they compete for the contest. Can't compete, well then sucks to be them!

3) Okay, I'll agree with this one.

4) Fuck you. I do not want to have rely on fucking players who can't even fucking do shit that aren't in my guild. Oh boy, my server has such shitty raiders that there is no chance I'll ever get to kill a contested because outside of 1 guild everybody fucking sucks. Thanks for limiting my content due to people outside of my guild, outside of my control!


Here's a tip, contesteds aren't meant for everybody, they are meant for those who can login whenever and kill them before the other guilds on the server can. That is the purpose of them. If you can't beat them, try harder.
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Old 05-31-2007, 11:54 AM  
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Default Re: RoK -- contested system

What pinski Said, the OP is a retard.

Seriously, Contested are not meant for everyone.
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Old 05-31-2007, 11:59 AM  
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Default Re: RoK -- contested system

Wow. I haven't seen Pinski type more than a couple of sentences in a long time. I completely agree with him.

Not everyone has the time to go after contested but that doesn't mean we still don't enjoy raiding. Please don't recommend that they make everything contested just so you'll get your shot. They simply need to give more contested to those that enjoy it. And not like they did with the Avatars, it doesn't seem to have worked all that well.
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Old 05-31-2007, 12:04 PM  
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Default Re: RoK -- contested system

Quote:
Originally Posted by Aandien View Post
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.
There are more T7 contested epics than I can count on my two hands.
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Old 05-31-2007, 12:05 PM  
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Default Re: RoK -- contested system

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Originally Posted by Dreana View Post
They simply need to give more contested to those that enjoy it.
Rewamp and turn all the old-world contested into t8 contested.
...all of them.. even the x2

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Old 05-31-2007, 12:07 PM  
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Default Re: RoK -- contested system

Do you realise how many contested have popped at 2-3 am EST or midnight eastern? Alot, which means that is perfect for you Pacific/West Coast raiding guilds.

Anyway, point is, contested are contested, which means they can pop at any time. Many times we have gotten up at 4am EST to kill Hurricanus. If your not killing any, up your commitment to trying.
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Old 05-31-2007, 12:23 PM  
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Default Re: RoK -- contested system

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Originally Posted by Dreana View Post
Wow. I haven't seen Pinski type more than a couple of sentences in a long time. I completely agree with him.
What can I say, sometimes I feel like working hard and posting lots of shit, most of the times, I don't.
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Old 05-31-2007, 12:26 PM  
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Default Re: RoK -- contested system

How about:

They add lots of instanced content
They add lots of contested content


Sounds good to me!
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