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  #211  
Old 06-04-2014, 02:31 PM
Duckwalk Duckwalk is offline
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Scale mob difficulty based on the FTE players number of guilded in-zone characters.

Variance could possibly work (this isn't blue).

Do something to deincentivize one giant dominate zerg guild.

Y'all are funny though, server is only played by a skeleton crew of RMTers for months, loses legends status so a big push is made to lure new players with further changes to exp gains and pvp level ranges and just when Red is looking healthy again the guild that basically strangled the server to death in the first place recruits all new players and begins the entire cycle anew.
  #212  
Old 06-05-2014, 12:32 AM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
I never once roleplayed, had a "drunken gathering", went to a wedding or /dueled someone. Ever.
Well many people did. Even aside from that you're ignoring the actual exploration people had to do, which is gone now since it's all on the wiki.

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Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
And it's impossible to make raid content challenging but doable at the beginning and not get steamrolled after it's been farmed and the overall gear level has increased ten fold without making changes to the bosses.
Of course it's possible, just requires better game design. Gear could not have such ridiculously high increases in power, more raid targets could have level limits, raid targets could increase in power by "reading" the power level they are facing. This is in addition to limiting the amount of people who can engage. Lots of things could be put in.

For the sake of historical accuracy we've already got the Blue server, so I'd hope for actual improvements on Red. Make it a good game, not a replica. The server right now has a bunch of non-classic additions and they have been completely beneficial.
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  #213  
Old 06-05-2014, 02:13 AM
Alawen Alawen is offline
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I got to page 10 and stopped reading. It's really obvious that hivemind has never been on the tracking side of variance. It's a piece of shit and it stinks. This is all a horrible idea and if it gets implemented I guarantee you that everyone involved will hate it.

Also, Nizzar will mandate the powerleveling of 20 rangers and camp epic cleric next to their tracking spot so fast it will make your head spin. Running around killing trackbots will be amusing for about two days.
  #214  
Old 06-05-2014, 12:18 PM
Kergan Kergan is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Of course it's possible, just requires better game design. Gear could not have such ridiculously high increases in power, more raid targets could have level limits, raid targets could increase in power by "reading" the power level they are facing.
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And it's impossible to make raid content challenging...without making changes to the bosses.
  #215  
Old 06-05-2014, 12:21 PM
Koota Koota is offline
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Quote:
Originally Posted by Duckwalk [You must be logged in to view images. Log in or Register.]

Y'all are funny though, server is only played by a skeleton crew of RMTers for months, loses legends status so a big push is made to lure new players with further changes to exp gains and pvp level ranges and just when Red is looking healthy again the guild that basically strangled the server to death in the first place recruits all new players and begins the entire cycle anew.
Ya you're right. Next time we'll just automatically deny unsolicited applications because it'll make Duckwalk's view point on the server different. Get the fuck outta here
  #216  
Old 06-05-2014, 03:20 PM
GradnerLives GradnerLives is offline
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Variance will not solve any issues unless it's massive unclassic pseudo-random spawn timers.

24, 48, 72 hours, it doesn't matter, they have all inevitably changed the raid scene on blue into a tracking/poopsocking competition. If the same is done here, there's no reason to think it would be any different.

If a guild wants a mob, they'll park a tracker and avoid PVP on him. If a guild wants to contest, they'll have to have their raid force parked out and a tracker of their own. It's a zero-sum game since 2-3 days of straight pvp in a specific zone is completely unrealistic and totally inefficient, especially when multiple targets are in window.

That said, FULL variance (i.e. Cazic Thule could spawn anywhere between the second after he dies up to a full 2 weeks after he was killed) is the only way I could ever see variance working on these servers. We'd average the same number of bosses dying, so it wouldn't adversely affect the market, but there would be no competitive advantage to tracking since anything could spawn at any minute in any raid zone in the game. If you wanted a target, you'd have to camp there indefinitely to guarantee. Otherwise, the best bet is to just raid where you want to raid, race when something is up, and hope you're able to outmobilize.

Personally, I still think static timers is the way to go on pvp since it forces competition at set times that everyone is aware of, instead of allowing for off hours opportune sniping by uncontested raid forces, but if you think the same kind of variance they have on blue will add anything but tracking dkp to this server, I'd strongly suggest you take a look at the history of competitive raiding on that server.
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