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  #1  
Old 09-09-2013, 04:17 PM
Exmo Exmo is offline
Kobold


Join Date: Apr 2011
Posts: 194
Default Raid Rotations

So there's been lots of ideas thrown around lately about how to "Fix" the raid scene. So this thread is another suggestion, so bail out now if you don't want to read it.

So here's the idea.

Make a list of all the raid mobs and tie them together. Make the death of one mob spawn another, random raid mob. So when VS Dies, something from the list spawns. Nothing Predictable, but a random boss. Even TMO doesn't have a large enough raid force to be everywhere and have everything cleared. Plus it would provide a boost in spawn rate, so the scarcity would decline, and lastly, it would allow other guilds who don't mobilize as quickly an opportunity to sit at a spawn when they know TMO/FE/Whoever is raiding and hope they get lucky.

Perhaps also throw in some non-raid mobs just to slow the pace. D'Vinn or some other similar mobs would work. Including some epic fights, Voxx and Naggy may also be helpful, though could make epics harder to achieve if they never remain up.

So that's the idea. No more timers. no "Nothing's Up", More Races. More Loot. More Raid mobs up at hours west coast people play.
  #2  
Old 09-09-2013, 04:25 PM
kenzar kenzar is offline
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Join Date: May 2010
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Quote:
Originally Posted by Exmo [You must be logged in to view images. Log in or Register.]
Even TMO doesn't have a large enough raid force to be everywhere and have everything cleared.
It takes all of an hour to create/move lvl 1s w/ track to every raid target (sans the planes) You don't have to have a giant raid force, just tracking bots and a raid force ready to mobilize.
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  #3  
Old 09-09-2013, 04:38 PM
Exmo Exmo is offline
Kobold


Join Date: Apr 2011
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Quote:
Originally Posted by kenzar [You must be logged in to view images. Log in or Register.]
It takes all of an hour to create/move lvl 1s w/ track to every raid target (sans the planes) You don't have to have a giant raid force, just tracking bots and a raid force ready to mobilize.
Right, but the point is another guild can set up in VS's Spawn if that's the mob they need and just wait for him to pop -- Out mobilizing everyone. Or More likely is that TMO will claim 4 spawns they care about, FE 2 or 3 more, BDA will claim 2 or 3 with our force, etc. etc. and Everyone will get lots of loot as stuff pops. All without moving around.

That's the point, is with no timers and a random order guilds won't have time to move between spawns if they are at one. Someone else can already be set up there.
  #4  
Old 09-09-2013, 04:42 PM
crkhobbit crkhobbit is offline
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Join Date: Aug 2013
Posts: 80
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I like all these "ideas" about "fixing" perceived "problems" in ways that require new code to be written for this server that is basically ran on the side as a hobby.

I think people forget that the devs are not paid. This isn't a commercial game that we pay to play, and thus have a reasonable expectation that bugs are worked on.

In fact, most of these posts aren't even about bugs. They're about trying to balance an imbalanced game. If I wanted inventive new ways to run an Everquest server, there are other private servers out there filling that niche.
  #5  
Old 09-09-2013, 04:52 PM
Exmo Exmo is offline
Kobold


Join Date: Apr 2011
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Quote:
Originally Posted by crkhobbit [You must be logged in to view images. Log in or Register.]
I like all these "ideas" about "fixing" perceived "problems" in ways that require new code to be written for this server that is basically ran on the side as a hobby.

I think people forget that the devs are not paid. This isn't a commercial game that we pay to play, and thus have a reasonable expectation that bugs are worked on.

In fact, most of these posts aren't even about bugs. They're about trying to balance an imbalanced game. If I wanted inventive new ways to run an Everquest server, there are other private servers out there filling that niche.
I don't disagree with this at all. I have no realistic expectation that admins are going to spend the time to do it, but I'd contribute to the code base, as I'm sure other programmers would.
  #6  
Old 09-09-2013, 04:54 PM
Tiggles Tiggles is offline
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I'd rather get all the mobs...
  #7  
Old 09-09-2013, 05:49 PM
Borador Borador is offline
Aviak


Join Date: Aug 2013
Posts: 61
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Quote:
Originally Posted by Tiggles [You must be logged in to view images. Log in or Register.]
I'd rather get all the mobs...
What's the totals? How many Phara Dar kills?
  #8  
Old 09-09-2013, 04:55 PM
Tasslehofp99 Tasslehofp99 is offline
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Join Date: Apr 2011
Posts: 2,314
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Most simple fix to the raid scene = removing training in VP (forcing TMO to go there on respawns instead of wiping out everything else first and just keeping 2-3 people ready to train in VP) and remove variance(little less simple as it would likely require some kind of coding on the part of the devs.)
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  #9  
Old 09-09-2013, 05:00 PM
Atmas Atmas is offline
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Quote:
Originally Posted by Tasslehofp99 [You must be logged in to view images. Log in or Register.]
Most simple fix to the raid scene = removing training in VP (forcing TMO to go there on respawns instead of wiping out everything else first and just keeping 2-3 people ready to train in VP) and remove variance(little less simple as it would likely require some kind of coding on the part of the devs.)
Where was your poll when VP opened?
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  #10  
Old 09-09-2013, 05:02 PM
Tasslehofp99 Tasslehofp99 is offline
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Quote:
Originally Posted by Atmas [You must be logged in to view images. Log in or Register.]
Where was your poll when VP opened?
I was still leveling up at that period in time, and not in a raiding guild. That isn't relevant though, or actually maybe it is seeing as the current people who are capable of raiding VP (aside from TMO) inherited the rules regarding VP. We shouldn't have to suffer because of past bullshit between TMO and other past guilds, not to mention training in VP isn't classic.
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-Aftermath-
Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
Gigglepurr - 60 Shaman
Kids - 60 Rogue
Fornfamnad - 60 Cleric
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