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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%
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  #1091  
Old 10-12-2012, 07:44 PM
Eccezan Eccezan is offline
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Originally Posted by Orruar [You must be logged in to view images. Log in or Register.]
I'm sorry, did you want me to list all 4218 instances of TMO being douchebags that I have witnessed? I was giving a recent example since I was discussing the possibility that they have changed since the shenanigans of this spring. My opinion has not been formed based on a single encounter, and to suggest otherwise is foolish.

And I'm sure you can't remember all the times you pissed someone off because you do so many douchey things in any given day that the sheer volume of information would overload the last 35 neurons you have.
I challenge your claim of 4218 separate instances of douchebaggary occuring to you personally. That's right, I am calling you a LIAR.
  #1092  
Old 10-12-2012, 07:49 PM
Hailto Hailto is offline
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Almost all TMO have been pretty friendly from my experience. Granted im not contesting raid spawns against them though.
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  #1093  
Old 10-12-2012, 07:53 PM
Splorf22 Splorf22 is offline
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Orruar, enough about the TMO as douchebags theme. As you can see from Eccezan they love it anyway. I've met plenty of nice people in TMO; what separates them from the other players on this server is that they care more. Usually when I get into some conflict in P1999 I just give up because the drama isn't worth it to me. TMO players in general care more about pixels than other players and are willing to go through more crap (both game and social) to get them. Thats why they're in TMO. Even Fountree is a decent enough guy, he just wants his pixels so badly that he's willing to CR for hundreds of hours in VP. Nothing wrong with that.

Back on topic: All hail 1999!
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  #1094  
Old 10-12-2012, 07:59 PM
Orruar Orruar is offline
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Originally Posted by Eccezan [You must be logged in to view images. Log in or Register.]
I challenge your claim of 4218 separate instances of douchebaggary occuring to you personally. That's right, I am calling you a LIAR.
If only I had as much free time as the average unemployed TMO member, I'd list them all for you.
  #1095  
Old 10-12-2012, 08:01 PM
Orruar Orruar is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
Orruar, enough about the TMO as douchebags theme.
Umm, thanks for the suggestion. I will continue to speak my mind.
  #1096  
Old 10-12-2012, 08:34 PM
LizardNecro LizardNecro is offline
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Quote:
Originally Posted by Rogean
Any sort of system we implement I'd like to have more emphasis on letting other guilds get a chance at these mobs. I've brainstormed a little before, perhaps some type of random simulated patch day respawns that prevented the last guild which killed the mob from engaging them? Might be a terrible idea, might be a good idea. This is brainstorming though, and anyone responding like Cash can go fuck yourselves please. Constructive opinions and feedback with positive attitudes.
Hi Rogean,

If you are still open to brainstorming, I'd like to bring up an idea. Let me first set some context by listing some assumptions:

I believe that guilds that do more work should get more loot.
I believe that small guilds that do less work should get some loot.
I believe competition is fun, and racing to targets is fun.
I believe having no targets is not fun.

I love the idea that you propose in your topic. I truly think FTE shouts, server repops, and raid variance will make a difference. I also agree with the points you made in the other thread, that the top guild will get almost all the loot anyways. I think this will definitely happen, and we'll see smaller guilds get, as you say, 1 maybe 2 targets. That's certainly better than nothing, but it does leave a lot to be desired.

Enter the idea of raid tokens. Guilds get some number X of tokens per time period, and can use them to spawn raid targets.

Small guilds that will never be able to batphone/poopsock/etc will still get some loot.
Big guilds that do more work will get the lion's share of loot.
Second tier guilds have a chance at fighting for the lion's share with the big guilds, but have a fallback plan.

What I like about the raid token idea is how it lets smaller guilds get something, while still rewarding the raid guilds for their persistence and dedication. It feels to me like the best of both worlds. You still have the immersion of a full world, with real reasons to compete. You lose the cockblocking aspect.

I fully realize it's not classic, and not in line with your original vision. I thought I'd post this since you mentioned brainstorming.

To be clear, I would suggest adding raid tokens in addition to the changes you proposed in the original post. The number of tokens, the time period they last, and all of that can be discussed later.

Let me now to over the problems I see with raid tokens.

1) Not classic
This is a much more invasive change than FTE shouts and variance. I agree it's not classic.

2) Big guilds will split up into 12 man guilds to get as many raid tokens as possible.
I think it's almost certain that something like this would happen. The player base, as a whole, would have an incentive to make as many guilds as possible to get the most tokens possible.

3) Adds more loot to the system
More loot goes into the system, running the risk of mudflation and devaluing the work that dedicated players did to build their characters.

I'm sure there are more problems, but these to me are the three biggest problems. I wanted to acknowledge them.

I think it would be worth having a discussion on this. I'd like to think that the pros outweigh the cons, but it's quite possible that I am overlooking a problematic exploit. The main problem I see raid tokens solving is how small guilds get nothing under the current system. I love the idea that guilds can get something, even if it's only 1-2 spawns, without taking away from the big guilds that put in tremendous work.
  #1097  
Old 10-12-2012, 08:42 PM
arsenalpow arsenalpow is offline
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I can guarantee that BDA would take an interest in VP if training weren't the deciding factor in the zone. This might mean that TMO would have to defend VP immediately upon a server repop instead of leaving VP until the end after they competed for other targets.

Other guilds would then have a better shot at taking targets. Just a thought.
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  #1098  
Old 10-12-2012, 08:48 PM
Autotune Autotune is offline
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Quote:
Originally Posted by arsenalpow [You must be logged in to view images. Log in or Register.]
I can guarantee that BDA would take an interest in VP if training weren't the deciding factor in the zone. This might mean that TMO would have to defend VP immediately upon a server repop instead of leaving VP until the end after they competed for other targets.

Other guilds would then have a better shot at taking targets. Just a thought.
if they leave everything they've said and implement it and add in what I said, where they group respawn targets and only allow a guild to kill 1 target per group, people would be able to start obtaining VP loot.

Granted TMO would probably kill PD every time, but once TMO has killed PD just make it so TMO can't train because there isn't a dragon for them to kill in that group. Put a 24hour time on the dragons, if the dragons aren't all dead by then they go FFA.

Simple enough and with shortened windows, it won't hurt the normal spawn if at all.
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  #1099  
Old 10-12-2012, 09:18 PM
finalgrunt finalgrunt is offline
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Awesome! Hope to see it implemented [You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.]


Quote:
Originally Posted by Autotune [You must be logged in to view images. Log in or Register.]
if they leave everything they've said and implement it and add in what I said, where they group respawn targets and only allow a guild to kill 1 target per group, people would be able to start obtaining VP loot.

Granted TMO would probably kill PD every time, but once TMO has killed PD just make it so TMO can't train because there isn't a dragon for them to kill in that group. Put a 24hour time on the dragons, if the dragons aren't all dead by then they go FFA.

Simple enough and with shortened windows, it won't hurt the normal spawn if at all.
Is it me, or are you suggesting some kind of rotation-ish here? Wow boy, your time off this server sure changed you [You must be logged in to view images. Log in or Register.]
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  #1100  
Old 10-12-2012, 09:28 PM
Autotune Autotune is offline
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Quote:
Originally Posted by finalgrunt [You must be logged in to view images. Log in or Register.]
Awesome! Hope to see it implemented [You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.]




Is it me, or are you suggesting some kind of rotation-ish here? Wow boy, your time off this server sure changed you [You must be logged in to view images. Log in or Register.]
It's not a rotation, it's more of a rule for targets on respawn days, that's all. It's bonus mobs that the server doesn't regularly see already.

All other normal spawning mobs would still act the same way.

PS, I haven't changed.
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Last edited by Autotune; 10-12-2012 at 09:37 PM..
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