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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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  #491  
Old 01-17-2012, 02:31 PM
Ruenaros Ruenaros is offline
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Voting yes for simulated patch days.... and none of this "rolling repop" nonsense.
  #492  
Old 01-17-2012, 03:08 PM
Lanuven Lanuven is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
This patch contains new files. Please obtain the latest EQChanges V20 from the setup guide, or obtain the latest files via the EQEmu Launcher.

Code[LIST][*]Kanras: Disabled spawn variance. (Red)
Isnt this what they did on red?
  #493  
Old 01-17-2012, 03:54 PM
maahes maahes is offline
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Please correct me if I am wrong, as I know you all will.

But when a server restart happened, or if the server went down for what ever reason, didn't every(might not have been 100%) Raid encounter spawn again? I swear we had cleared NToV and 20 minutes later the server needed a reboot. Which prompted our guild leader to spam /gu get your asses back to NToV, we get another round. And I swear that happened more than once with AoW.
  #494  
Old 01-17-2012, 03:56 PM
Szeth Szeth is offline
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yes
  #495  
Old 01-17-2012, 04:01 PM
sedrie.bellamie sedrie.bellamie is offline
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release Veliuos? Top guilds move on. More content for every? Kunark becomes only Cabilis, KC, and Seb ( oh, wait Kunark is already only these 3 zones).

I know this isnt the place, but after Velious the only thing i would like to see is the Plane of Knowledge that has access to other planes just for raids. Custom content raids would even been cool; a plane of fire that is p99 exclusive or what not.
  #496  
Old 06-19-2012, 10:31 PM
Naerron Naerron is offline
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Default Will it be easier for lower tier guilds to compete if if the variance is removed?

This is a serious question i am posing, not a flame. I am not claiming to have the answer, i am posing it as a question and am going to talk about it objectively and wouldnt mind answers that conform to that.

So...I think it is not a tough pill to swallow that TMO is the #1 guild on the server in terms of raid mobs killed each week. In fact the numbers are staggeringly high in their favor, likely 90% of all raid mobs are killed by TMO weekly, currently (well not with the suspension, don't be jack-asses). Their main advantage is one that is born out of a non classic implementation into our server (the variance), the advantage i am talking about tho is their ability to track and mobilize for raid targets. This is a guild who is steeped in resources, trackers at every spawn, even at times dedicated mages and coth teams or pull teams, members with multiple geared out lvl 60 toons camped at multiple spawns, even lvl 52's geared out specifically for naggy and vox that never move otherwise. However this advantage would significantly decline if eveyrone just knew when a mob was going to spawn.

Now think about the variance, some mobs, like most lately have seemed to go to the very end of their timers. THis causes less mobs to be killed over time than if it was it was just on their set spawn timer. Meaning w/ out the variance, we would likely be getting more raid mobs to kill overall.

Furthermore i would argue that set timers would also make rotations much more attractive, and as i talk about this i would like to undergrid it with term i want you think about while you read this next section, and that is "speculation". People who don't know how many raid mobs they'll get in their future have a very tight butt hole, this is a key symptom of speculation. But say if everyone knew there would be 30 raids mobs spawning each week. Which i think is about correct with all of VP. Splitting those up might come a little easier. Things like "hey all our warriors are actually epiced, we will trade you our masetro for your VS" could even happen. My point is, maybe taking out the speculation of making sure you get this mob or that mob, might also releave some of the tight butt hole stress.

Now it's time to consider the reason for the implementation in the first place. Vomitable ammounts of poop-socking. Look at my join date, 2009. I have been here a long while, me and your grandpa served in the poop socking trenches of permafrost and solb before pofear was even out. But the fact is, variance really didn't stop people from socking all that much. Now you might say "hey ASSHOLE, you don't see that much poop-socking now". THe fact is tho, over time any guild with the player base and detirmination of TMO has really all but quit (no offence). And the way TMO has most members with multiple 60's that are epiced and camped out at multiple raid mobs all ready to log in within 3 minutes of spawning, basically as fast as it takes to get unstuck fromt he bean bag chair they passed out in. really doesn't make it a fair fight. And i think that this mitigates the usefullness of this policy, really it was worked around and made it in all honesty easier for TMO to dominate the raid scene currently.

Another point that i imagine will come up, and the last i will adress, is the issue of competition. So for me, and for most people, the excitement of competeing for raid mobs against other guilds. While a lot of what i have writen before sounds like rotation propaganda and might take the fun out of raiding for some people, it was written objectively, i in fact like racing for mobs. But not knowing when a mob spawns and having trackers there and both guilds showing up at near the same time is not much different than just knowing the spawn times and both guilds showing up at the same time. I realize that reduces mobilzation factor which is a key element of sucess over some of the less organized guilds out there, but like i said, removing the variance levels the playing field. However i would also like you to consider the fact that is also why anon is around, i remember spawn timers on live being very safe gaurded information, people even kicked from the guild for giving them away. Know exactly the next mastero pop is nice to have if no one else knows. What i am saying, is there is still room for competition. Variance was added when there was 2 raid mobs in the entire world.

In closing i would leave you with this. Variances are a departure from classic, the reasons they were implemented have not gone away, and have in fact created a system that has made to be dominated by one guild and promotes a feverish volitile raid scene. So why keep them?


So that is really all i have. Please enlighten me with your deepest musing on this uber serious matter, but try to keep contextual guild drama out of the discussion. This also means, it doesn't matter if say an IB post who no longer raids, they did raid, have been through all of this shit, and this their opinion does have a validity here.

Also all that being said this is the list of the guilds i have raided with:
Transcendence, DA, TMO. All on my mage Casting. And yes i made a point to talk about the guild i am apart of in third person and mention my current guild at the end as i think it is important to realize the source.
Last edited by Naerron; 06-19-2012 at 10:38 PM.. Reason: spelling/grammer
  #497  
Old 06-19-2012, 10:47 PM
Supaskillz Supaskillz is offline
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without variance everyone sits a raid on top of the mob, how does the gm resolve that? seems like a problem to me, unless its back to first guild with 15 on the spawn point get it which leads to retarded 2 day afk sessions.
Last edited by Supaskillz; 06-19-2012 at 11:05 PM..
  #498  
Old 06-19-2012, 10:49 PM
Galilao Galilao is offline
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excellent post, all great points
  #499  
Old 06-19-2012, 11:27 PM
Frieza_Prexus Frieza_Prexus is offline
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With or without a variance, the guild with the most resources will win the race. This is because each mob is popping by itself. You can either have a massive amount of tracking or socking.

The most elegant solution is a FTE shout and simulated patches. Other guilds flourish when there's a server reset as even the #1 guild's resources can only reach so far.

Keep the variance, but allow a bi-weekly reset. Some can be announced, others can be random. Large amounts of simultaneously available targets dilute the power of any one guild.
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  #500  
Old 06-20-2012, 01:13 AM
Tarathiel Tarathiel is offline
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remove variance, add rotation; problem solved
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