Susanoh wrote:
Raylo wrote:
It's a bad thing because it never works. The community can set all the ground rules they want and 99% of the playerbase can agree to follow them but that 1% is going to say to hell with it, do what they want, and make the experience miserable for everyone else because there's no penalty for them to do so.
I'm not sure if you could ever get everyone to agree on a set of ground rules for this content, to be honest. If you pull too quickly, many people don't have the opportunity to get to the mob and get no credit. If you wait too long for the mob to show up, it creates issues where for many players the mob flat out disappears because it doesn't take priority over the dozens of players that showed up, and it also makes it more difficult to get contribution because of the sheer amount of other players fighting for it. Resetting the mob aids those who are still trying to get there by giving them a chance to gain contribution, but completely resets the contribution of those who are already there, and if they aren't able to build it back up once the zerglings have already arrived and burn down the mob, then they just got screwed over. There are just so many things that can work against the player in hunts that even if you theoretically could get a massive zerg of players to all play nice, I doubt we could even reach a universal consensus on what "playing nice" even means.
This is why something like the forced pop idea I discussed earlier (someone else came up with it in another thread, it's not mine) could work great. This would take a lot of these decisions out of the hands of the playerbase. You know that once it's found, you have X amount of time before it pops, aggros someone, and starts the fight, and if you're not there in time, too bad.