IGB changes for Luclin - proposals
With the release of Luclin, I imagine many current rotations will be altered, and new priorities made.
We obviously cannot foresee everything that will happen, and Verant has only given vague hints as to the new high level content.
My crystal ball tells me that the first few weeks will be a mess, as some people get the expansion late, or find out they need a computer upgrade, and guilds will be scattered as people rush to learn the new content.
I'd like this to interfere as little as possible with what we've built here.
Suggestions:
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Removing "trading"
One proposition I have is to remove "trading rotation spots" when Luclin is released.
Maybe my guess is wrong, but it seems likely that as guilds are scattered around Luclin, and some people have the expansion and others don't, and new mobs are found and old ones deemed not as worthy, that there will be a lot of passes and missed turns in the current rotations.
I'd like to do away with this "trading" that has been going on. It will only lead to increased confusion over who is up for what spawn, and prolong the rotations for those who still want the older content.
If it's important enough, you'll kill it.
If it's not a priority, you'll pass.
NTOV certainly comes to mind here. The last thing I think we want to see is people starting to trade NTOV spots. And I can guarantee that if you've found some phat new Luclin mob, some people will drop everything to get a "first", or whatever, and even sacred NTOV will end up on the trading table.
Let's not let that happen, k?
The goal here is to speed along the rotations as quickly as possible. Some guilds will put priority on some mobs that others will only give slight concern to. Removing trades allows those guilds who REALLY want a certain mob to do it, while guilds who would rather be doing other things should really be doing them instead of postponing their slots on less important (to them) rotations.
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Fine tuning the "monthly extension" rule.
A concern that some have expressed recently is when guilds use an extension to get a "second try" at something they failed the first time.
With Luclin, there will be a whole slew of mobs that I'm sure many of us will be vying vigorously for. People will want their "firsts". Delicate egos will be battered. Let's make sure this rule is crystal clear, in advance.
You get your one day to kill a mob.
An extension cannot be used to give yourselves a "second chance". If you lose, then step aside and let the next guild try it. You'll get another turn.
You also need to advise the IGB of your intent to use an extension before you go to sleep the night you missed your mob. The next guild in line needs to know in the morning what to tell their guildmates.
If the IGB is not notified of your extension request by sunrise then it's counted as a Pass.
Additionally, I would also suggest that monthly extensions not be allowed on any new Luclin mobs until at least January.
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Establishing new rotations for Luclin mobs
This is going to be the trickiest of all, and really test our ability to stay civil here and maintain the integrity of the IGB.
Velious was an entirely different creature than Luclin will be, I think. When Velious was released, there wasn't a guild in the game who could even think of touching NTOV for many months. Vindicator was OMG! The Statue was something no one wanted to mess with. Tormax and Yelinak were IMPOSSIBLE.
But then we adapted to Verant's new uber style. Main Tank, what a concept. Heal rotations. Wow. Positioning! Gee whiz! Then it all became formulaic. This was all derived from Verant breaking the 32k mark for HPs.
I'm not sure what tricks, if any, they have to throw at us in Luclin. We learned how to deal with 32k mobs. We learned how to deal with 500k mobs. Not really sure what they can do here.
Which means the learning curve we had in Velious won't really exist in Luclin.
Which means (unless I'm wrong and they did manage to find a new approach to the high level game) that Luclin won't have many new challenges to figure out, and it'll be the same old stick one tank on it, heal him, and everyone else stab and nuke.
Which means the new ubers there are gonna be added to the rotation list in short order. :p
Soooooooo
How to deal with this in a fair manner?
Unless they put in some reason *not* to kill a mob (faction for example), we can expect several guilds here to want to kill him, and be capable of it.
Druzzil Ro has three guilds who have proven they can kill basically anything in the game right now, and one or three others who have yet to prove, but show the potential. So there can't really be the argument "you can't kill it, don't waste our time by getting on the rotation".
Failures will pretty much just be a matter of adjusting strategies, or waiting for some friend in "Fires of Steel" to pass you the l33t strat you seek.
So then what happens when we all want to try killing "Vah Shira, Queen of the Cat People"?
Do we immediately make a rotation list of every guild who expresses interest in trying?
The current rules we have for "unrotated ubers" and adding a new uber to the rotation schedule are really not going to apply.
And I'm not sure what to do about this.
Or even if it's something we need to worry about?
Maybe it'll all just work out perfect and we'll live happily ever after?
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SUMMARY:
- "Trading" has got to go away come Dec 4th. It's only going to cause more confusion and frustrations. Either kill the mob, take your once a month extension, or pass your turn. End of story.
- "Monthly Extension" needs to be clearly defined. I suggest no extension of *Luclin mobs* for a month; no use of an extension if you failed on the first day; notification to the IGB of your intent to use an extension before sunrise of the extension day.
- Integrating new Luclin mobs into the rotation schedule. Just looking for comments, thoughts, whatever. Not sure if we can really come up with a clear way to handle this.