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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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  #781  
Old 09-19-2012, 03:19 PM
falkun falkun is offline
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Quote:
Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
I suppose I should elaborate. I am (ass)uming a few things. First, I seem to recall the server staff saying that WEEKLY repops will not happen because it would introduce far too many spawns.
TMO is already selling many BIS items, and the rest of the server has seen too few to even have their most dedicated members geared. How would "too many spawns" hurt anyone other than TMO's market value of items? We're all playing a 13 year old game, the "haves" and the "have nots" can be left in 1999.
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Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
Yes, if repops happened so often as to prevent "spawn timer drift" then clearly smaller guilds would benefit because we would be backlogged and inundated with too many spawns. However, once drift begins to occur, we have enough members to effectively kill three (maybe more) targets simultaneously. Keep in mind, if we know when mobs will pop we can plan around that VERY effectively.
Ok, then you'd have a reason to open up recruiting again: recruit until you can down all raid content simultaneously. You already possess the largest L60/125+MR force on the server, why not get larger? Massive guild size has been your go-to solution since you merged with DA, and this would make that solution even more applicable!
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Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
I am further assuming that it is better to open a larger variety of mobs to smaller guilds than the same mobs over and over. (Vox/Gore would never be touched if we ONLY had simultaneous repops/no variance). Granted, under either case VS and Trak will be on lockdown.
Some mobs is better than no mobs. And if TMO had Trak and VS every week, but lost the others due to other guilds during simultaneous respawn, that would provide bargaining power for target swapping (rotation) to the smaller guilds. Or TMO would get bored of going for the same targets every week, also providing bargaining power for the smaller guilds. Or TMO would get bored, which would allow other forces to kill new mobs (only because TMO has already killed everything possible in current content).
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Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
However, I freely concede that some mobs are better than no mobs flat out. And, with NO spawn drift and NO variance, some mobs will invariably be killed by smaller guilds. However, I don't think that is likely to occur, thus my hesitation to eliminate the variance.
According to giegue, content patches on Live were about once every 1.5 weeks on average. Why not have every other cycle be a full respawn, similar to classic?
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Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
I simply think that with the repop methodology I proposed, under my above assumptions, a variance would be better than no variance.
If I had to choose between simultaneous respawn and variance, I'd take SR every day of the week.
  #782  
Old 09-19-2012, 03:31 PM
Frieza_Prexus Frieza_Prexus is offline
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If I had to choose between simultaneous respawn and variance, I'd take SR every day of the week.
In this, we agree.

Also, to Giegue, I do not mean to imply to all smaller guilds are disorganized. Divinity is clearly well-organized.

However, it is my general impression that many of the smaller guilds are disorganized when it comes to raid content. In any case, my whole reason for bringing this up was to simply point out that pre-announcing repops gives MORE prep time for smaller guilds. TMO is fully prepped for a repop within 30 minutes. Perhaps I should have said some some guilds are simply more organized.

In any case, I simply noted the pre-announced repops would go a long way into leveling the playing field for any guild NOT as previously organized as the competition.
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  #783  
Old 09-19-2012, 03:32 PM
Daldolma Daldolma is offline
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The raid scene is broken. One guild, playing by non-classic rules, dominates in a fashion that never existed in classic. The solution seems pretty simple to me. Restore classic rules. If we're seriously going to remove minor conveniences like compasses and item details in the interest of reverting to classic, how can you possibly let the entire end-game be dictated by non-classic rules?

If TMO still dominates 90% of content under classic rules, great. If classic rules suck, people can go play on a non-classic server. Live up to the mission of the server and restore classic variance.
  #784  
Old 09-19-2012, 03:37 PM
Sweetbaby Jesus Sweetbaby Jesus is offline
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Quote:
Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
In this, we agree. Also, to Giegue, I do not mean to imply to all smaller guilds are disorganized. Divinity is clearly well-organized. However, it is my general impression that many of the smaller guilds are disorganized when it comes to raid content. In any case, my whole reason for bringing this up was to simply point out that pre-announcing repops gives MORE prep time for smaller guilds. TMO is fully prepped for a repop within 30 minutes. Perhaps I should have said some some guilds are simply more organized. In any case, I simply noted the pre-announced repops would go a long way into leveling the playing field for any guild NOT as previously organized as the competition.
And all those small guilds will remain unoragnized if things don't change so that they have a shot one or twice a week to work on mobilization, organization, and strategy. Eliminating variance will give the small guilds those shots.
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  #785  
Old 09-19-2012, 03:43 PM
Picked Picked is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
I'm glad so many people agree with what I said, it makes me feel all warm inside.

As for this:
I object to this idea that we're just not organized. I posted almost that exact kill order months ago on the divinity forums. We prepare in advance of every patch and try to discuss which mob to go after, taking into account what TMO/BDA's priorities are, which we inferred from other posts you guys have made. Sure we only got 2 mobs, but good organization will only help a raid force of 18 people so much (I don't say this resentfully, you guys worked hard to have the raid force you have, but essentializing small guilds as being disorganized and unskilled is just silly when there are other explanations for why they don't do as well).
TMO and BDA aren't using methods any other guild doesn't have, they are simply more dedicated. They drop everything they are doing instantly, have a plan worked out to get everyone to the target as quickly as possible. And last but not least have really well geared folk where it doesn't take as many people to take the target down.

Any guild that raids has a tracker of some sort that can sit in zone just like they do. And any guild can recruit porting classes to get this force where they need to go just as quickly. The only advantage those guilds have is dedication.
  #786  
Old 09-19-2012, 03:43 PM
Nlaar Nlaar is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]

TL;DR: How about instead of worrying about the freaking compass you guys fix the non-classic raid scene that literally no one on the server likes?
Have my babies.
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  #787  
Old 09-19-2012, 03:45 PM
Itap Itap is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]

TL;DR: How about instead of worrying about the freaking compass you guys fix the non-classic raid scene that literally no one on the server likes except TMO?
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  #788  
Old 09-19-2012, 03:46 PM
Ferok Ferok is offline
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Quote:
Originally Posted by Picked [You must be logged in to view images. Log in or Register.]
The only advantage those guilds have is dedication.
While that's true, this non-classic system plays right into the hands of their dedication.
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  #789  
Old 09-19-2012, 03:48 PM
Sweetbaby Jesus Sweetbaby Jesus is offline
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Heh Itap, I bet TMO doesn't entirely favor the variance either. At least the ones that spend time tracking. The ones that claim they want competition should be all for removing variance as well. Doesn't get much more competitive than that.
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  #790  
Old 09-19-2012, 03:50 PM
Razdeline Razdeline is offline
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Quote:
Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]
Top guild would log out buffed at atleast one raid mob (maybe more) before server comes down.

top guild would batphone when the server came down to have everyone ready to log in.

top guild would zerg desired raid mobs as soon as server comes up.

all other guilds would lose 100% of the time.


people can complain about variance sucking all they want. fact is, they are arguing against their best interests unless they are in the top guild.
Any other guild can do a batphone when a raid mob respawns.

Any guild can log out at desired raid mob.

All other guilds wouldn't loose, because all they have to do is get lucky with FTE. (and beleive me, it's not hard)

Variance needs to be removed, for so many other ways. Guilds like TMO and BDA have the time to exploit other peoples time on the server. That's how they win. By removing variance you put everyone on a more balanced playing field.
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