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View Poll Results: Is variance still needed?
Yes, it promotes "competition" 75 29.18%
No, its an unneccesary non-classic time sink 182 70.82%
Voters: 257. You may not vote on this poll

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  #1041  
Old 10-12-2012, 04:54 PM
Slave Slave is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]

In any case I'm guessing the server will hit 700 this weekend for the first time in a long time.
Really with a revamp like this addressing most of the raiding concerns all at once, the sky is the limit for the future of P99.
  #1042  
Old 10-12-2012, 04:56 PM
Thana8088 Thana8088 is offline
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Absolutely amazing to have Rogean and Nilbog respond so positively to expressed server needs. I am looking forward to the results of this endeavor!
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  #1043  
Old 10-12-2012, 04:57 PM
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Originally Posted by Zeelot [You must be logged in to view images. Log in or Register.]
As much as I would like more loot to spread around, I think there should be balance so that there are not too many spawns to make the experience too different from classic EQ. I'm not sure which idea is best, but many interesting ones have been mentioned.

- Have the repop occur every other week, rather than weekly
- Timers reset on repop, rather than continuing
- Repop bosses drop 1(or more?) less drops than a variance spawn
- Veeshan's Peak Rule Change
I agree with this. Additionally, the sole VP Rule Change should be: it is now exactly like the rest of the server. That would promote competition across the board as TMO has to deal with BD entering VP. You will then have to decide which spawns make the most sense to pursue first, instead of inadvertently cockblocking the rest of the server on lesser mobs you've done 100 times due to the ruleset and leaving a trainer or two in VP to hold the fort.
  #1044  
Old 10-12-2012, 05:05 PM
Heebo Heebo is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
I agree with this. Additionally, the sole VP Rule Change should be: it is now exactly like the rest of the server. That would promote competition across the board as TMO has to deal with BD entering VP. You will then have to decide which spawns make the most sense to pursue first, instead of inadvertently cockblocking the rest of the server on lesser mobs you've done 100 times due to the ruleset and leaving a trainer or two in VP to hold the fort.
But training in VP is fun! Ask Shinko or Chest! Since you are clear in thinking that members actions reflect the attitudes of a guild as a whole, I would assume all of BDA would enjoy training in VP by looking at the actions of two officers.
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  #1045  
Old 10-12-2012, 05:06 PM
Metallikus Metallikus is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
I agree with this. Additionally, the sole VP Rule Change should be: it is now exactly like the rest of the server. That would promote competition across the board as TMO has to deal with BD entering VP. You will then have to decide which spawns make the most sense to pursue first, instead of inadvertently cockblocking the rest of the server on lesser mobs you've done 100 times due to the ruleset and leaving a trainer or two in VP to hold the fort.
good point.

also, the talk about changing loot tables on mobs is absurd. Just reset the server on simulated repop, don't keep the additional timers on mobs - totally unclassic.
  #1046  
Old 10-12-2012, 05:07 PM
heartbrand heartbrand is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
This is a continuation from the other thread ( http://www.project1999.org/forums/sh...ad.php?t=86005 ).

Here is what nilbog and I are currently planning/designing/brainstorming:

We will be cutting the variance in half on the existing raid spawns.

We will be implementing an FTE notice of some sort, whether this is an emote or some type of message.

We will be implementing a simulated patch day respawn. Here is how it will work.

The server will pick one day of each week (Random 1 to 7, Sunday through Saturday). It will then pick a random time. I will not disclose the range of the possible times, but it will only include afternoon and evening hours, so as to give the best chance for the most people to benefit from it.

A serverwide message will go off indicating that the simulated patch day respawn has or will be taking effect shortly. All raid mobs will (either immediately, delayed, or spanned, tbd) respawn.

These respawns will NOT affect the normal respawn times of the mob. For example. If Talendor was killed on Monday, and on death the server determined he would spawn again on Sunday. A simulated patch day occurs on Thursday, his death on Thursday will not reset his scheduled respawn time on Sunday.
Exception: If the mob's spawn time is scheduled to occur within (To be determined, probably either 6 or 12 hours) of the simulated patch day respawn, it will calculate a new spawn time for the mob as it would had he been killed normally, when he dies from the simulated respawn.

Discuss, and know that this system is not final, now or even when it goes live. We will evaluate how it plays out.
Will this affect red? Would also help create more competition there
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  #1047  
Old 10-12-2012, 05:09 PM
Slave Slave is offline
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Quote:
Originally Posted by heartbrand [You must be logged in to view images. Log in or Register.]
Will this affect red? Would also help create more competition there
This is a good point and while Red server has other means at their disposal to promote raid competition, I would not wish lengthy variance on anyone.
  #1048  
Old 10-12-2012, 05:13 PM
Tarathiel Tarathiel is offline
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the only problem i see with a full server repop on these random "patch days" would be how it would affect the non-raiding portion of the community. it would be kind of unfair to repop zones where people are xping and disrupt their groups by having the whole zone repop on them. this would lead to many people dying in bad spots and ultimately lots of petitions for GM rezzes. i think the random repops should be kept exclusively to raid mobs that way the entire server doesnt have to grind to a halt because of the raid mobs spawning.
  #1049  
Old 10-12-2012, 05:13 PM
Alarti0001 Alarti0001 is offline
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Im guessing gingivitis
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  #1050  
Old 10-12-2012, 05:15 PM
Autotune Autotune is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
This is a continuation from the other thread ( http://www.project1999.org/forums/sh...ad.php?t=86005 ).

Here is what nilbog and I are currently planning/designing/brainstorming:

We will be cutting the variance in half on the existing raid spawns.

We will be implementing an FTE notice of some sort, whether this is an emote or some type of message.

We will be implementing a simulated patch day respawn. Here is how it will work.

The server will pick one day of each week (Random 1 to 7, Sunday through Saturday). It will then pick a random time. I will not disclose the range of the possible times, but it will only include afternoon and evening hours, so as to give the best chance for the most people to benefit from it.

A serverwide message will go off indicating that the simulated patch day respawn has or will be taking effect shortly. All raid mobs will (either immediately, delayed, or spanned, tbd) respawn.

These respawns will NOT affect the normal respawn times of the mob. For example. If Talendor was killed on Monday, and on death the server determined he would spawn again on Sunday. A simulated patch day occurs on Thursday, his death on Thursday will not reset his scheduled respawn time on Sunday.
Exception: If the mob's spawn time is scheduled to occur within (To be determined, probably either 6 or 12 hours) of the simulated patch day respawn, it will calculate a new spawn time for the mob as it would had he been killed normally, when he dies from the simulated respawn.

Discuss, and know that this system is not final, now or even when it goes live. We will evaluate how it plays out.
1)Variance in half - great step
2)FTE emote - great step
3)Simulated re-spawns - great step
3a) Random day per week - great step
3b) I think this is fine, honestly. The more mobs that are in circulation, the less need to kill them repeatedly, not to mention the effort to track and kill the mobs has been halved (actually less considering a bonus round appears every week)

Quote:
Originally Posted by Zeelot [You must be logged in to view images. Log in or Register.]
As much as I would like more loot to spread around, I think there should be balance so that there are not too many spawns to make the experience different from classic EQ. I'm not sure which idea is best, but many interesting ones have been mentioned.

- Have the repop occur every other week, rather than weekly
- Timers reset on repop, rather than continuing
- Repop bosses drop 1(or more?) less drops than a variance spawn
- Veeshan's Peak Rule Change (Problem with this is that my members train and kill me accidentally all the time. Navigating past dragons/see invis in VP isn't easy if you aren't careful. They are lucky I can't petition their asses!)

Also, I think you should take away afternoon/evening limitation. This server has euro/asia-time players too that can raid at other times. Classic EQ server resets happened at all different times.
I think repop mobs should drop exactly what every other mob drops. It's perhaps the best chance other guilds have at obtaining raid loot (look at what guilds get what on repop days, then look at what they get normally).

I also don't think anything should be changed in VP, rule wise.

No matter what times are chosen, some people will always be excluded when the actual repop happens. Perhaps increase the chance that the mobs can spawn earlier/later to open the window a little more, but I wouldn't go crazy with it myself either. Most people work 8hr days, anywhere from 12-16 hours should cover the majority of timezones if the window is placed right.

The only addition I can suggest is to implement rules on the respawn mobs. Similar to what I suggested before. 1 guild gets 1 target per group of mobs. Make the guilds play nice on respawn mobs and then select the mob groups based on loot and demand. With all the mobs that are going in to the system the way it currently is, I think this is definitely agreeable by everyone. It is also something that is easily monitored by guilds and should come with serious punishment if broken or rule lawyer'd.
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