Raid Encounter and 6 Man Content Rules

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Waldoff

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Full Raid Rules

These rules apply both to zones that are primarily raid encounters and to specific mobs in zones that are raid encounters. In the latter instance mobs that are not raid mobs that share the zone with a raid mob do not follow these rules. For instance if a zone is primarily exp or kiting mobs and there is a giant gorilla raid mob in the back you can not cite this post to claim you had rights to their generic skunk kill.


18 characters and only 18 characters-

You may have only 18 characters actively benefiting a raid at any time.

After a wipe, you may NOT log in a 19th person to fill a class role that is not present on your raid. I.E. No logging in a bot mage to DS/mod rod while you rebuff. Swapping in a mage and swapping him back out afterwards is not a clever way to get around this. This also means logging in a 19th person to rez the raid is disallowed.

You may have more than 18 people in the zone ONLY IF they are coming to replace someone that is leaving, and the above rule still applies.

Raid leaders and guild officers this is your responsibility to manage, so it will be you that is punished if this policy is broken.


Loot Reward Rights-

Those in the raid force who have actively helped achieve the raid objective are those who lay claims to loot gained by that raid. This goes for quest items, regular equipment and even quest flags/turn ins achieved from that raid.


Pick-Up Raid Loot Distribution

In a pick-up raid, the raid leader has the freedom of distributing loot as he or she sees fit. This freedom is not absolute and comes hand-in-hand with the responsibility to announce the procedure of loot distribution in the Raid MOTD.

In the absence of a clear, unambigious Raid MOTD (ambiguity is a GM judgment call that will usually favor the party that did not draft the loot rules), the loot distribution for each item in question will default to the following method: Every character in the raid that wishes to loot an item has the right to a equal random chance at the loot, and this random chance is to be done with /random within an audible distance of the corpse in question in a reasonable time frame allowing for resurrections but not for corpse rotting.

Attempts to abuse this policy in ways including but not limited to the following may be met with severe jail sentences or bannings: (a) Trying to get loot on an under-level character (b) Trying to obtain no drop gear you cannot equip, use for a quest, etc. in order to keep another player from obtaining it (c) deceiving a raid member with clever or tricky wording into believing they have loot chances they not (d) trying to get loot on a character not engaged during the fight.

This policy is NOT restricted to NO DROP loots. You must include coin and cash loot in your "making everything clear". The "standard" that these items default to the raid leader does NOT exist. You must claim those items in your Raid MOTD. These Raid MOTDs are logged and timestamped; don't try to lie to us, and don't try to change a raid MOTD in the middle of your pick-up raid to change the loot distribution.

As the title suggests, this policy does not apply to guild raids. It also does not apply to joint guild raids consisting entirely of 2 guilds; you can call it a joint guild raid (it would be wise to note this in the Raid MOTD), and the leadership of the two guilds will be expected to handle loot without staff in the same way a guild raid would. If there's 3 guilds or unguilded characters, a Raid MOTD is required as though it is a pickup raid.


Raid Content with Prerequisite Content

The concept of raid-based prerequisite content, like a guild having to do Plane of Valor before Stronghold of Enthann, is now defunct (as is that unpuggable zone rule, yay). In its stead, a character-specific design based paradigm for raid content with prerequisite content now exists. As such, when clear barricades to raid content exist for characters who have not completed the prerequisite content, circumventing these barricades constitutes content skipping and will be treated as such. To be clear, this means that if you can get into a zone without using an obviously unintended means, then you can raid there.


Right of Way-

To claim a wing/zone/encounter, you need 6 people present and be actively killing. Once you have begun clearing, if you stop and there is a dispute, you have 30 minutes to resume killing or you can lose your claim. If you enter a wing/zone/encounter and you DO NOT kill anything, YOU DO NOT have claim. A single guild may not lay claim on more than one wing/zone/encounter at a time (i.e. can't have 6 claiming lower thaz water and 6 claiming lower thaz earth at the same time). This limitation applies to 12-man and 18-man content in the sense that only one of either is allowed and not one of both. Abuse of this rule to 'squat' with 6 players while you wait for 2 hours for the rest of your guild to log on will result in jailtime.

Additionally, if you have a dispute in petitions and you leave the zone/wing/encounter where you and the other guild are waiting for a resolution, your claim is automatically lost and you will be considered to have ceded the claim to the other party. This may happen if no claim on right-of-way is made, but a guild decides it might be better worth their time to go kill undisputed raid mobs instead of wait for a GM to rule on the petition.

The exception is for raid zones like prison that are large enough to be divided into wings (inner prison would be one claimable area for instance). Once that force has less than 6 players in the zone for an hour or more, the claim ceases (so you can't just jump in if they wipe unless they aren't coming back within an hour).

Some zones are split regarding the Right of Way rule. The following is a list of these splits:

Code:
[LIST]
[*]Cyrtho Malath - by wing (1,2,3,4).  6 man 'raid type rules' apply.
[*]Dragonhorn Keep - Split into North and East/West
[*]Emberflow - Split by wing (Wings are represented by different colors on the ingame zone map!). 6 man 'raid type rules' apply.
[*]Plane of Valor - Split by trial
[*]Plane of Torment - The Tower is considered separate from the rest of the zone.
[*]Prison of Admyrzza - Split into Outer/Inner/Sanctum
[*]Thazeran's Tower - Each of the 4 lower wings and the 4 upper wings are separate and clearly demarcated.
[*]Tower of Tarhyl - First 2 tribes (Burning Legion and Flarefiends) are claimed together. All others are by wing (Eternal Well is a part of the Farhag wing).
[*]The Rust - Factory is split into Raid/Exp areas, the Raid area can only hold one raid at a time.
[*]Plane of Frost- Split "Right Wing" and "Left Wing"
[*]Mielech's Laboratory - Split North and South.. the dead center is NO MAN'S LAND (SIGNED, ADMIN-SLAAR)
[*]Windstone Caverns - Split into "before" and "after" the bridge, but the tunnel route directly leading from zone-in to bridge is necessarily FFA.
[*]Haegra Malath- Split "Terror tunnel" and "Praetors", note that you may not for any reason be in the terror tunnel unless your character triggered that instance, the rez spots are for recovery from wipes you cleared to *that session*. You are allowed to switch members of your group out, however, and THIS ONE TIME ONLY it is okay to use the 6-char corpsecall to get them back to the group, so long as most of the group (4+) died *at that boss or further in*. This is the ONLY PLACE IN THE GAME you can do this legally (update: and Nadox). If you do it anywhere else, we will probably ban you.
[*] Bloodstorm Tunnels - winged north/south.  Same corpse call rules as Haegra Malath B.  Further details and a map may be found here https://shardsofdalaya.com/forum/threads/bloodstorm-tunnels-bugs-and-feedback-thread.30704/#post-312350
[/LIST]

Right of Way-Post Patching

For claiming content after server downtime due to patches, if nothing has been engaged and the patch lasts less than 15 minutes, the group that was there beforehand still has the claim - but only for 15 minutes after the server comes back up. Also, this is kind of a claim that can only be verified by logs and any incoming groups/raids can't necessarily be expected to know you were there - so if you're a jerk about it we may not give it to you anyways.

If you have been actively clearing trash, you get 30 minutes. This is shorter than if you were wiping to the trash, but intentional since oftentimes players log for patches and don't come back, and if they do it's not always as clear that the guild is in the zone/wing as if they were there actively wiping.

Also, the rare patch which respawns raid mobs regardless of the timer wipes all claims unless trash has actually been cleared.


Claimed content and outside players (new Jan 2013)

Superseded by: https://forum.shardsofdalaya.com/threads/raid-rules.31472/

There are certain times when more than 18 characters may be present in a raid zone or wing. In these instances, the standard of "you may have only 18 characters actively benefiting a raid at any time" still applies. Characters may occasionally be loaded (such as trackbots) into a claimed area. These characters, loaded with a specific purpose, are permitted to be in the claimed area so long as they serve their purpose and leave within a timely manner. We don't have a formal time limit on how long these characters may be used, but a time of five minutes is believed to be more than sufficient in almost all such cases. Attempts to abuse this allowance by loading in a sequence of trackbots or sequence of players loading trackbots in the same zone to spy or annoy a raiding group is considered raidstalking.

Another instance of this (by popular PvPer demand) is if a person in the raid is flagged PvP. In this case, players outside the raid may go after that person as long as they are not following the raid around for a prolonged length of time. They, like trackbots, must serve their purpose and leave within a timely manner. Remember that harassment rules still come into play during pvp - but in the end it is the raiders responsibility to not be flagged PvP if they do not want to be attacked by other PvPers.

It is permitted now for two raids to share a single raid zone or wing. In these situations, the first raid to be in the zone retains claim and can grant permission to another raid to be in the zone if they choose to do so. This permission is revokable at any time and for any reason by the leader of the raid with claim. The two raids must not assist each other on any encounter or individual trash pull. To clarify, that includes but is not limited to each raid killing 2 mobs in a 4-pull, a second raid killing the adds of an encounter, or a second raid engaging a mob right as the first raid wipes and before the encounter resets, or members of one raid providing buffs/mod rods/rezzes for the other raid.


Content skipping-

Explicitly skipping mobs that are obviously intended to be part of the clear to an encounter, for instance training away inner prison statues and beelining directly for the dragons is not allowed. Obviously if mobs do not see invis you can invis past them and things like that. This also includes rezzing your group / raid past mobs.* It ALSO includes using toons pledged to a deity to bypass content and resurrect KOS toons in order to avoid clearing.

*Since it has come into question before the Plane of Earth is exempt from this rule. You are *supposed* to skip as much as you can by any means possible.


The only exception to this (by popular pvper demand) is if a person is flagged PVP. In this case you may go after that person as long as you are not following the raid around for a prolonged length of time. Remember that harassment rules still come into play during pvp - but in the end it is the raiders responsibility to not be flagged PVP if they do not want to be attacked by other PVPers.


6 Man Zone and 12 Man Zone Rules

6 man zones are basically raid zones that are balanced for groups of 6. This means that they follow the raid rules listed above while still being groupable content. In these situations you must have at least 4 characters to claim via the Right of Way rule and you may have only 6 characters actively benefiting a raid at any time. 6 man content claims do not apply to the one-claim-per-guild limitation as noted above. All other rules are applied to 6 man zones verbatim. The "rule of 4" does not imply all members must be level 65, but all must be *reasonably* contributing to the group.

12 man zones are basically raid zones that are balanced for groups of 12. This means that they follow the raid rules listed above while still being 2-groupable content. You may have only 12 characters actively benefiting a raid at any time. All other rules are applied to 12 man zones verbatim.

Zones following 6 man and 12 man rules and their individual partitioning are as follows:

  • Cyrtho Malath - by wing (1,2,3,4). 6 man 'raid type rules' apply.
  • Dragonhorn Keep - Split into North and East/West
  • Emberflow - Split by wing (Wings are represented by different colors on the ingame zone map!). 6 man 'raid type rules' apply.
  • Plane of Valor - Split by trial
  • Plane of Torment - The Tower is considered separate from the rest of the zone.
  • Prison of Admyrzza - Split into Outer/Inner/Sanctum
  • Thazeran's Tower - Each of the 4 lower wings and the 4 upper wings are separate and clearly demarcated.
  • Tower of Tarhyl - First 2 tribes (Burning Legion and Flarefiends) are claimed together. All others are by wing (Eternal Well is a part of the Farhag wing).
  • The Rust - Factory is split into Raid/Exp areas, the Raid area can only hold one raid at a time.
  • Plane of Frost- Split "Right Wing" and "Left Wing"
  • Mielech's Laboratory - Split North and South.. the dead center is NO MAN'S LAND (SIGNED, ADMIN-SLAAR)
  • Windstone Caverns - Split into "before" and "after" the bridge, but the tunnel route directly leading from zone-in to bridge is necessarily FFA.
  • Haegra Malath- Split "Terror tunnel" and "Praetors", note that you may not for any reason be in the terror tunnel unless your character triggered that instance, the rez spots are for recovery from wipes you cleared to *that session*. You are allowed to switch members of your group out, however, and THIS ONE TIME ONLY it is okay to use the 6-char corpsecall to get them back to the group, so long as most of the group (4+) died *at that boss or further in*. This is the ONLY PLACE IN THE GAME you can do this legally (update: and Nadox). If you do it anywhere else, we will probably ban you.
  • Catacombs - The entire zone is considered 6-man content
  • Bloodstorm Tunnels - winged north/south. Same corpse call rules as Haegra Malath B. Further details and a map may be found here https://shardsofdalaya.com/forum/th...s-bugs-and-feedback-thread.30704/#post-312350
Specific rulings for 6-man content areas in zones that aren't "6 man zones":

  • Claw Commander Era`velu in Citadel of the Claw / The Dreadlands and Supreme Ritualist Ofgats in Bloodied Quarry - Only the boss events themselves are considered "6 man content", so there are no restrictions from rezz/buff bots or even for using a full 18-man raid to clear the mobs in front of the boss himself. The golems in front of Claw Commander Era`velu are considered part of the boss event.
  • The Fae in Shadowdale – **You must have at least 4 characters in the “treetops” area actively clearing in order to claim if there is a dispute.** The entire "treetops" area is considered "out of bounds" for any rezz/buff bots. This is recognizably awkward, since those bots and their use are permitted at ground level. This is a huge concession in your favor, so follow the spirit of the rule and don't make us police this one.
  • The Aqueducts in Remnants of Old Ikild - the entire "upper area" is considered 6man content and is "out of bounds" for any rezz/buff bots.
  • Ruins of First City - The entirety of the Tarhyl area, everything past bloodfires (read: everything past the shattered gate at the upper end of the tunnel leading down to Rohk building), is now 6man only (including Rohk and Elders). No 7th man rezzing or buffing will be allowed past bloodfires. It is also illegal to use the shortcut Tarhyl worshippers get to rez, even if said Tarhyl worshipper is part of the group going down there.

Last edit – 3/16/18 - Clarified 4-man, added Catacombs to 6-man list
 
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These rules are in place primarily to lend some decency to the competitive world of raiding. The staff will at times lend a decision to the spirit of the law when a gray area situation presents itself.
 
With the addition of 6man content in zones that aren't 6man zones, a few new rulings had to be made regarding outside help. These have been added to the OP.
 
Updated the "Pick-Up Raid Loot Distribution" policy. This policy has been changed to create greater clarity, fairness, and sociability among other perks. It also should eliminate those pesky arguments over documentation since the forums are reliable.
 
This has been updated to include 12-man content! Changes are in the section "6 Man Zone Rules" now renamed to "6 Man Zone and 12 Man Zone Rules" and the following addition noted in bold font.

Right of Way-

To claim a wing/zone/encounter, you need 6 people present. This claim is invalidated if you have done nothing in the wing/zone/encounter, and continue to do nothing for 30 minutes or more from the time a dispute occurs. A single guild may not lay claim on more than one wing/zone/encounter at a time (i.e. can't have 6 claiming lower thaz water and 6 claiming lower thaz earth at the same time). This limitation applies to 12-man and 18-man content in the sense that only one of either is allowed and not one of both. Abuse of this rule to 'squat' with 6 players while you wait for 2 hours for the rest of your guild to log on will result in jailtime.
 
Added section "Claimed content and outside players". Combined the "Raid Stalking" section regarding PvP players into this section.

Hopefully we can share content nicely and load trackbots without incident now. The reasons for the disallowing multiple raids in a single wing (mostly raids illegally assisting each other) are a bit outdated, and we trust and hope they won't arise again.
 
Added Thazeran's Tower to the list of zone splits in the Right of Way section. Many wings of fun there!
 
A statement about claims and claim dispites, from the mouth of your head GM:

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Highkeep floors 2-4 are no longer 6-man content. Training other groups (the original reason for the 6-man rule) is still prohibited across SoD. If we encounter petitions regarding groups training each other, the 6-man rule here may be reinstated.
 
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