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Gentry88 02-17-2021 08:54 PM

Quote:

Originally Posted by Anarke (Post 3263214)
I posted this in the UN but I will repost it here as well.

First of all even with there not having been an earthquake for months before Monday every 7d target was still within 48 hours of each other. This is because of math. Even with a 16 hour window on a 7d spawn over time that spawn time is going to normalize right back to when the original spawn time was. You aren’t going to see a dragon that spawned Saturday suddenly drift into Wednesday. So your proposal effectively means every guild can only kill one 7d target a week. For the lower tier targets that small guilds would be going for those mobs could be potentially be up for days and would certainly drift further and further away from the spawn of the more desired targets that are killed quickly every week. As soon as a lesser target drifted past that 48 hour window the bigger guilds would immediately start killing it every week locking out the smaller guilds permanently from that target. So really your proposal doesn’t solve any of the issues and doesn’t allow smaller guilds any long term opportunities.

As far as sky is concerned your proposal doesn’t make a lot of sense there either. Giving every guild a sky slot doesn’t really do much if most guilds can’t clear all of sky anyway. Multiple guilds banding together to try to clear all of sky would make more sense but it’s hard to argue a joint guild raid should get a full sky slot without even knowing if they are capable of clearing the entire zone. You mention so many guilds having sky slots that a single guild only goes to sky every 2 or 3 weeks. So in your proposal 15-20 guilds have sky slots, but less then half of those are even capable of clearing all of sky by themselves. What’s the reasoning for having islands 5-8 up for up to a week at time because guilds that can’t clear them have full sky slots? Sky seems to be working pretty well and there is a process in place for new guilds getting slots.


Thanks for your comment, Your assumption is that the guilds will remain the same, and people will not split off into smaller groups. Also, I am not advocating that smaller guilds should have long term opportunities. Like you said after a Earthquake they will get a week or two of opportunities (Time to help learn content and strats) Then they will be back in with the competition. This is not a free hand out (Like OPEN RAIDS are) this is giving windows of opportunity to groups and guilds to learn and build confidence to compete.

Sky is rotated now, not changing the frame work of needing to clear the island 2 weeks to claim the content... same shit, just more people will be rotating. if you wanna partner idea why that wouldn't be a possibility.

Anarke 02-17-2021 09:06 PM

So with all of that being said I would like to address the issue of raiding in general. People are making it too complicated and trying to come up with solutions that are too complicated.

The first thing that needs to be addressed before providing solutions is identifying what is the biggest issue with raiding on green? And the answer is simple. 16 hour windows are the biggest issue with raiding on green. When other guilds are actually prepared for a spawn, whether it’s noble or a 7day target being at the very end of its window then the competition is quite healthy with multiple guilds racing and multiple guilds having killed targets.

So what’s the easiest solution to the 16 hour window problem? Shorter windows sounds good but the big problem with that is that it requires the dev’s to make changes to the code. From my understanding that is very unlikely to happen so solutions should be focused on things that don’t require changes to the code.

The simplest solution I have seen is for raid target spawns to be called and all guilds who want to race given a certain timeframe to mobilize to the target, 10 minutes for example. Then a race is initiated based on a certain number being /randomed. This solution has the benefit of requiring no changes to the code, means any guild big or small can compete, still advantages guilds who can mobilize faster, still requires everyone to race for the target, and still means raid targets have a large 16 hour window and can spawn in different timezones for guilds based in different countries. And best of all? No more socking!

Bach 02-17-2021 09:13 PM

Quote:

Originally Posted by Anarke (Post 3263234)
So with all of that being said I would like to address the issue of raiding in general. People are making it too complicated and trying to come up with solutions that are too complicated.

The first thing that needs to be addressed before providing solutions is identifying what is the biggest issue with raiding on green? And the answer is simple. 16 hour windows are the biggest issue with raiding on green. When other guilds are actually prepared for a spawn, whether it’s noble or a 7day target being at the very end of its window then the competition is quite healthy with multiple guilds racing and multiple guilds having killed targets.

So what’s the easiest solution to the 16 hour window problem? Shorter windows sounds good but the big problem with that is that it requires the dev’s to make changes to the code. From my understanding that is very unlikely to happen so solutions should be focused on things that don’t require changes to the code.

The simplest solution I have seen is for raid target spawns to be called and all guilds who want to race given a certain timeframe to mobilize to the target, 10 minutes for example. Then a race is initiated based on a certain number being /randomed. This solution has the benefit of requiring no changes to the code, means any guild big or small can compete, still advantages guilds who can mobilize faster, still requires everyone to race for the target, and still means raid targets have a large 16 hour window and can spawn in different timezones for guilds based in different countries. And best of all? No more socking!

That.

The large window is the main competition stopper.

Add a bag limit to key dropping mobs to avoid ultra competitive guild blocking end zones uncontested and you've got yourself a healthier raid scene.

Gentry88 02-17-2021 09:20 PM

Quote:

Originally Posted by Bach (Post 3263239)
That.

The large window is the main competition stopper.

Add a bag limit to key dropping mobs to avoid ultra competitive guild blocking end zones uncontested and you've got yourself a healthier raid scene.

I understand both of your points. I dont see them reprogramming the game system. but if that was on the table as a opportunity it would open the range of opportunity. Until a GM says we will completely change the Everquest raid spawning system at your request. I am going to assume we need to make PLAYER AGREEMENTS that the player can do without changing the game.

Thanks!

Bach 02-17-2021 10:31 PM

Quote:

Originally Posted by Gentry88 (Post 3263242)
I understand both of your points. I dont see them reprogramming the game system. but if that was on the table as a opportunity it would open the range of opportunity. Until a GM says we will completely change the Everquest raid spawning system at your request. I am going to assume we need to make PLAYER AGREEMENTS that the player can do without changing the game.

Thanks!

I am not sure what you're talking about?

16hrs windows aren't classic, they added it they can remove it.

Same way they added 10mn window on nobles not long ago.

Unless I misunderstood what you were implying.

magnetaress 02-22-2021 12:36 PM

Tldr (entire thread)


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