Just let people compete for raid mobs and have a no petition for raid conflicts policy. Put in a couple spawnable raid encounters like pustulax so casuals can still do raid content. If people quit because they cant handle it then the vision of the game was bad and it will fail. They are leaning into sacrificing their vision of the game to cater to people crying, which is a very bad thing.
I don't see the point of not having ALL of them be a summoned encounter.
Everything Trent (Yeah I know...) has said in the past points to an idea that they want most the end content to be an "Effort" or "Work as a team within your group / guild" to achieve and I dunno why raiding has to be any different.
The interesting / concerning part to me is they are quietly / unofficially working on "RaidID" now, months before "RELEASE". Seems super against the wire.
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Gatekeeping conversation-wise..
I kinda wanna see what a MMO would be like with a "group-centric" mentality. THJ did well, legends looks to be doing "Well?" both games are centered on small groups taking out raid targets, granted both "games" are focused on milking the autismo cash cows that circle EQ's rotting carcass...
The conversation has always been about "the journey" in MNM and not focused on some faceless (lol) Zerg guilds taking down content. (I dunno why they haven't implemented strict guild size limits given the focus is on group content...but thats another can of worms. *looks over at the guild roster approaching a thousand people* )
Most of the loot / drops in MNM are heavily dependent on lack of information and misinformation / disinformation anyhow, so, with enough time you will always have people sitting at a boss waiting for the window.
I dunno, I'll drop to your expertise on that one; Was Rampage super thrilled at contesting zerg guilds for world targets that were nothing more than tank and spank encounters? Sure the loot is great but man that shit was boring.
- Personally I think it would be a ton of fun if the encounters were like you said and weren't FTE, as well as; didn't have a fucking 8 HOUR window (set spawn time, reset only on quakes that would offset the boss 8 hours each week), had raid mechanics that scaled based on how many people were in the arena (could fuck with guilds in a Soft PVP manner), had gear that was comparable to the level the encounter was intended at with passives / procs (if they keep level locked) OR gave unique gear with passives / procs ( essentially side-grades / spec specific - if unlocked).