Competing for Bosses in MMORPGs
This question was on the Pantheon MMO Twitter account the other day:
Two guilds arrive at an overland raid mob, what are the unspoken rules in place as to who gets to go first? What would your guild do?
This reminds me of the days when I was relevant enough in the "top tier player" scene to even bother thinking about this kind of stuff. I was the guild leader of the top raiding guild on our server in vanilla days. We competed for Kazzak and the Dragons of Nightmare that would spawn.
There was only one other guild that could down them, and it was always a race to see who could get there first and pull. We respected the pull when it happened, but would often pray they pulled before the rest of their team was there or got sloppy so that we could have a turn.
Kazzak was always less fun because of people screwing with your pull. This boss had a mechanic that if not properly dealt with basically wiped your raid. It was annoying.
What do I think of competing for overland raid mobs? I don't like it one bit -- not anymore. In fact I never liked the stress, the pressure, or the competition of it all.
This goes hand in hand with my Ideal MMORPG Loot System. Personal loot. Everyone can participate. World bosses should be an "everyone can participate" event. I loved back in teh day in DAoC when we would take out bosses as a big server group. Anyone could show up. I don't like that loot system, but if you replaced that loot system with the same community feel we had on our server, I'd be game.
As much as it's a nice mechanic for those who are privileged to be a in a guild that takes on such mobs, the 95% + will never be there. Modern MMO content design needs to be more inclusive.