PDA

View Full Version : WTS Chardok Proxies


Cecily
09-05-2016, 09:06 AM
Hi, depending on interest, my guild will be hosting an "AE clear" of Chardok. How this works is we kill 25 mobs at a time for you, exp split with 6 other people, and you pay us 2k a pull. Let me know if this is something you'd be interested in.

Freakish
09-05-2016, 09:41 AM
How do you make groups of 7? This reeks of shenanigans.

khanable
09-05-2016, 10:01 AM
This has been the best patch. Green99's future is looking extremely bright if this change continues to it.

rollin5k
09-05-2016, 10:08 AM
Best patch in 3 years

Cecily
09-05-2016, 10:15 AM
How do you make groups of 7? This reeks of shenanigans.

Who said you'd be grouped?

Boilon
09-05-2016, 10:17 AM
Why is this even in server chat?

Cecily
09-05-2016, 10:21 AM
Please don't troll my thread.

Freakish
09-05-2016, 10:29 AM
How this works is we kill 25 mobs at a time for you, exp split with 6 other people, and you pay us 2k a pull.

maskedmelon
09-05-2016, 10:37 AM
Best patch in 3 years

Boilon
09-05-2016, 10:47 AM
Please don't troll my thread.

can this be moved to EC forums. Goodluck on getting 2k per pull when the amount of mobs are like 1/5 now.

Ivory
09-05-2016, 10:48 AM
I dunno, I feel like they coulda gone down to 15 mobs at a time or something....25 is still a lot.

Braknar
09-05-2016, 11:21 AM
I dunno, I feel like they coulda gone down to 15 mobs at a time or something....25 is still a lot.

Maybe we will, in time.

Now the code is there it's a simple matter of changing the threshold.

Joyelle
09-05-2016, 11:35 AM
15 is still too high, let's go down to 4!

Izmael
09-05-2016, 11:48 AM
IMO just remove the code allowing for NPC's to die. It's way too overpowered to be able to slay unsuspecting creatures who didn't do nuffin really.

khanable
09-05-2016, 12:39 PM
Maybe we will, in time.

Now the code is there it's a simple matter of changing the threshold.

can it be done zone by zone?

make it 10 for plane of fear for lulz

Nune
09-05-2016, 01:02 PM
Please don't troll my thread.

He who dishes but cannot take

Daldaen
09-05-2016, 01:20 PM
If the next patch includes lazy aggro / forget distance to Kunark and Velious zones... I think the server may just implode.

skarlorn
09-05-2016, 01:28 PM
The greatness of this change is overshadowed only by this one superior change

Telin: Changed the name of "a huge water elemental" in Lower Guk to the classic "an huge water elemental" and increased its level range and difficulty.

fan D
09-05-2016, 02:11 PM
Hi, depending on interest, my guild will be hosting an "AE clear" of Chardok. How this works is we kill 25 mobs at a time for you, exp split with 6 other people, and you pay us 2k a pull. Let me know if this is something you'd be interested in.

im interested, what times best for you

botrainer
09-05-2016, 02:56 PM
If the next patch includes lazy aggro / forget distance to Kunark and Velious zones... I think the server may just implode.

I wouldn't agree. Aftermath and Awakened would love this, would make their style of lamer loser "raiding" easier to manipulate.

Daldaen
09-05-2016, 03:20 PM
I wouldn't agree. Aftermath and Awakened would love this, would make their style of lamer loser "raiding" easier to manipulate.

Then you clearly don't understand what I was talking about lol.

kotton05
09-05-2016, 03:45 PM
Best patch in 3 years

No!!! That will be monk trip attack!

Computer Blue
09-05-2016, 03:52 PM
I wouldn't agree. Aftermath and Awakened would love this, would make their style of lamer loser "raiding" easier to manipulate.

did this guy ever get a mage epic?

skarlorn
09-05-2016, 04:15 PM
did this guy ever get a mage epic?

10/10

botrainer
09-05-2016, 04:15 PM
Then you clearly don't understand what I was talking about lol.

I do, once it went live, it would be practiced and worked for the next few days to figure out how far is to far, what to do, how to do, when to do it. By the time next set of spawns it would be figured out. The pulls would be easily done, with fewer pullers, quicker pulls, and no worry of mobs coming back to train the raid.

Best fix is this, adjust spawn windows, make it 2 days 12 hours up to 7 days 12 hours long. This ensures after server resets that spawns will be so often, and so broken up it would be impossible to have people on stand by to kill and track or footrace. Sadly stacking a spawn window in a 24 hour span is the problem. Making that window 5 days long that could/would repeat itself for the same set of mobs just 2 and half days after the mob died would end this relentless cockblocking contest this server has. Brings back the guessing like we had back in classic 'what's the spawn timer??'...something that this server hasn't had.

Now, now, now, I know there are going to be people who will say "OH WE DID EXTENDED WINDOWS IT WAS TERRIBLE!!!! OMGGGGGGGG!!" Extended windows was possibly the worse idea ever. The math works on extended windows to only have 2 spawns a month (much more of a reason to cockblock a mob), the math on this idea raises the number of spawns a month from 4 to 5 spawns a month(currently) to 5 to 12 spawns a month(with my plan).

What guild could withstand attempting to cockblock mobs by requiring 29 to 30 days of the month to be tracking..and after 2 weeks, it would be 24 hour around the clock tracking for mobs everywhere.

Victorio
09-05-2016, 04:22 PM
What guild could withstand attempting to cockblock mobs by requiring 29 to 30 days of the month to be tracking..and after 2 weeks, it would be 24 hour around the clock tracking for mobs everywhere.
Hardcore guilds will always find out it's up first.

If windows were 24/7 but there were no runners, we'd actually use far fewer man-hours weekly.

botrainer
09-05-2016, 04:30 PM
They'll put in more effort yes Victorio, there will always be mobs that are near impossible but it opens up the rest of the server and lower end Velious all of Kunark mobs to other guilds (mostly speaking of VP, Trakanon).

http://imgur.com/a/6BMQQ

That should answer Computer Blue's question.

Raev
09-05-2016, 04:55 PM
Mobs not running after players that are far enough away would definitely complicate things. I'm sure everyone would figure out how to pull anyway eventually, but it wouldn't be nearly as trivial at least.

The reality is that EQ mechanics simply do not support multiple guilds in the same zone going for the same raid target. EQ is designed as a dungeon crawl: the players kill the minions and eventually come face to face with the boss. This doesn't work in a 'competitive' environment, because the guild who kills the last minion always loses. So it always turns into "kite half the zone while everyone desyncs" idiocy.

Repops are a big improvement there as they tend to spread guilds out through multiple zones, but it still leaves a lot to be desired.

Daldaen
09-05-2016, 05:36 PM
I do, once it went live, it would be practiced and worked for the next few days to figure out how far is to far, what to do, how to do, when to do it. By the time next set of spawns it would be figured out. The pulls would be easily done, with fewer pullers, quicker pulls, and no worry of mobs coming back to train the raid.
You were correct in the bold. After that you were way off.

No pull would currently be doable. The general chase distance on live for these zones, if you go test it right now, ranges between 200-600'. If you're curious, Remedy is 200'.

From North to WToV exit is well over 1000' I believe. Any pull done by TL box would fail. Pulls would actually require monks and SKs to tag stuff, and the deeper in stuff would most likely require clearing or CotHing in to kill. Man would that change things up haha.

All the extend variance nonsense is stupid. That wouldn't fix it. Before the most recent server down the windows were 24/7 anyways, not much changed from what I heard.

At this point, just set raid mob respawn to 2 hours and permaroot it all. Let people herpderp all they want.

Swish
10-19-2016, 09:50 AM
Maybe we will, in time.

Now the code is there it's a simple matter of changing the threshold.

server has been put on notice ^^

Jontheripper
10-19-2016, 10:46 AM
Just make chardok mobs un stunnable

thufir
10-19-2016, 10:58 AM
Just make chardok mobs un stunnable

I've said something like this a lot, but really 1/10 chardok mobs being unstunnable has a similar effect. If you pull 100 mobs with your pbaoe group and 10 of them can't be stunned you're probably gonna have a bad time.

Trelaboon
10-23-2016, 03:52 AM
2k a pull for 25 mobs? That was the price for 100 a pull.....

Bruno
10-23-2016, 04:30 AM
2k a pull for 25 mobs? That was the price for 100 a pull.....

Getting trolled hard in server chat.

Also, a couple years too late on this one lol.