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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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  #1571  
Old 02-04-2013, 06:55 AM
gotrocks gotrocks is offline
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poll has been up for.. 3 years?


maybe we could get a new one, nil...?

or is variance here to stay for good?
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Originally Posted by Rhambuk View Post
gotrocks community savior
  #1572  
Old 02-04-2013, 07:29 AM
eqmaze eqmaze is offline
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Quote:
Originally Posted by NergalTD [You must be logged in to view images. Log in or Register.]
As much as I like this idea, it doesn't address the fundamental issue that was raised in the other thread.

Prior to the enforced rotation, the rule was basically, "First in the zone with a raid force"...and the guilds in question were camping out 2, 4, 14 hours ahead on anticipated spawns.

If we switched to the method in this thread, the guilds would just go back to camping for days ahead of time, then some GM would have to come in and resolve who was here first...when both guilds had 15+ in the zone for more than 12 hours.

The root issue is not having enough raid targets and we're just going to have to deal with it until content expands to meet demand.
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  #1573  
Old 02-04-2013, 12:23 PM
Metallikus Metallikus is offline
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Quote:
Originally Posted by gotrocks [You must be logged in to view images. Log in or Register.]
poll has been up for.. 3 years?


maybe we could get a new one, nil...?

or is variance here to stay for good?
Yes, it promotes "competition" 48 28.24%
No, its an unneccesary non-classic time sink 122 71.76%

Variance lost in a landslide victory on the first poll regarding this. They indoctrinated it anyways. They do what they want.
  #1574  
Old 02-04-2013, 12:30 PM
falkun falkun is offline
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The good news is Nilbog & Co. are still working on the community suggested remedies: FTE shout, simulated patch respawns, and shorter variance. Yay for progress!

Some quick questions, simulated respawn will ONLY be for varianced mobs, correct? I know a bunch of ENC's that would love Verina, etc. Also, the spawned Nagafen will not create a second Ragefire spawn cycle, but will kill Ragefire if he is up when simultaneous-Naggy spawns, correct? Will other spawned mobs (thinking Undead Bard and spawned Fay/VS) also properly account for the un-linked simultaneous spawn?
  #1575  
Old 02-04-2013, 08:07 PM
LizardNecro LizardNecro is offline
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Quote:
Originally Posted by happyhappy [You must be logged in to view images. Log in or Register.]
I know I have a degree in advanced mathematics and I can't possibly expect everyone else to but, from what I gather, and I've double checked many times, 1 > 0.

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Originally Posted by SupaflyIRL [You must be logged in to view images. Log in or Register.]
Not to brag as well but, peer reviewing this post and it checks out.
Also with a degree in theoretical mathematics. I may be out of my field of expertise here, as we are dealing with applied math, but I do think that I can concur.
  #1576  
Old 02-05-2013, 06:42 AM
Nogdar Nogdar is offline
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I didnt read the 100 pages but this right here if doable is BRILLIANT, in my opinion :

Quote:
1) Multi-spawns. Set up naggy / voxx etc to respawn every 24 hours, but break out bans for any person / guild that kills it more than once every 7 days. You could set up database development to handle the monitoring of this by adding tracking factions to the raid mobs and keep change logs on these factions on a per character / guild / ip basis to ensure that each person / guild only gets one shot at loot each week.

It would be a little bit of development work up front, but it can't be more than babysitting the guilds every week. Also this would allow up and coming guilds shots to learn and enjoy these encounters without impeding vet raiders. Also would allow for more friendly competition where the guilds can track their kills every week on a kill board or whatever.
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  #1577  
Old 02-05-2013, 07:09 AM
Morgander Morgander is offline
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Some reasons why the above post quote is bad:

1. Over-saturation of loot. If Nag drops a CoF every other kill on average, and spawns once every 7 days, that's one new CoF on the server every 14 days. If Nag spawns 7 times a week, that's approximately 3.5 cloaks every week. That's not double, not even triple, but over triple item saturation. That just brings the price down and ensures that everyone has a CoF, or two.

2. You can't track IP's and ban them for going after multiple raid mobs. My brother plays with me and he isn't in the same guild I am. He can't raid if I do this week and his guild goes after that mob the following day? Bull.

3. Not tracking IP's means I'm just going to make a second guild and second character to raid with, or a third or even a fourth if I'm that "leet".

I had an idea at one time for this; change the current HP rates of raid mobs from 32K, to 320K. Most guilds wouldn't be able to down Trak if they couldn't throw 40+ overequipped players at him to drop him in seconds from sheer dps before his aoe's trash em.

Most raid mobs are only easy because they have no health and die faster than the mobs second AoE.
  #1578  
Old 02-05-2013, 07:41 AM
Kagatob Kagatob is offline
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Periodic server resets with a variance that respawn every mob on the server outside of VP.

End of story. This is classic because it mimics server patches which did happen on live. It also has a secondary benefit of kicking AFK people and reducing server load in that respect.
  #1579  
Old 02-05-2013, 07:50 AM
kotton05 kotton05 is offline
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variance is great imo, some seem abit long but its what ever. I mainly want the fte shout and random repops.
  #1580  
Old 02-05-2013, 06:54 PM
Wiwi Wiwi is offline
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Keep these votes rolling in people! I'm pretty damn sure we'll get the changes once we get past the 1000 vote threshhold.

The poll will lead us into the land of milk and honey nut cheerios.
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