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  #61  
Old 12-20-2013, 12:47 PM
Splorf22 Splorf22 is offline
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Originally Posted by Pheer [You must be logged in to view images. Log in or Register.]
No variance results in every guild capable of killing that target and willing to log in at its respawn time having large amounts of players waiting for the repop. This same shit happened 4 years ago and it will happen again. One guild will decide they really want a certain mob and poop 1 hour ahead of time. Then another guild will say hey we have to do it to compete! And then poop 2 hours ahead of time. Before you know it you've got raid forces pooping days ahead of time just like back in the DA/IB days and the less hardcore guilds still wouldnt be getting any more raid mobs cause theyre understandably unwilling to stand at a raid mob spawn point for that long.
My point is that it is not really possible to engage in any sort of a rotation or calendar or whatnot with variance. People still have to do the retarded-ass tracking if they want to get in on this.

I agree that purely removing variance would suck at first. It might lead to a rotation as people realize that an FTE fest is retarded, but then it might not. I want to see a) weekly repops and b) a few tokens per guild. This would completely change the dynamics of the raid scene.
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  #62  
Old 12-20-2013, 12:58 PM
Troubled Troubled is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
My point is that it is not really possible to engage in any sort of a rotation or calendar or whatnot with variance. People still have to do the retarded-ass tracking if they want to get in on this.

I agree that purely removing variance would suck at first. It might lead to a rotation as people realize that an FTE fest is retarded, but then it might not. I want to see a) weekly repops and b) a few tokens per guild. This would completely change the dynamics of the raid scene.
If they fully removed variance a gm enforced rotation would be in order and I'd say there'd be more rather than less people who would be happy about it.
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  #63  
Old 12-20-2013, 01:35 PM
justin2090 justin2090 is offline
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More raid pops or tokens isn't really that great. I agree something has to change but I don't think this is the answer. Anything that could mess with the economy in a game where there are No Bind On Equip Items is bad. More raid targets = More loot on the server.

I believe the schedule set in place for the next 2 weeks is really the only option. Lets see how this pans out.
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  #64  
Old 12-20-2013, 01:41 PM
dav dav is offline
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Originally Posted by Troubled [You must be logged in to view images. Log in or Register.]
Confirmed by BDA. Good luck all! We'd also like to point out that http://www.whokilledit.com is a great resource for finding out who should be sitting out and helping self regulate as per agreed stipulations(minus VP kills, Maestro, RF, & Master Yael.)


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Troubledour - 60 bard - BDA Raid Leader
A couple of the big updaters of this site were in TMO. While we have members from nearly every other guild, if I could get a couple of dedicated volunteers who are active and will assist in keeping this updated, please send me a PM! No web development expertise required/needed! [You must be logged in to view images. Log in or Register.]
  #65  
Old 12-20-2013, 01:51 PM
Yaolin Yaolin is offline
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1. Variance is halved for all mobs in order to not waste peoples time and effort, and it allows for a greater likely hood that mobs will be spawning in closer time proximity to each other (Have to choose one of the other). Help GMs!!
Batphoning/Zerg guilds still benefit from variance and smaller/primetime guilds have a better chance of actually seeing a mob spawn if they hunt in a particular zone during the mobs window (100% better chance of seeing mob if variance is halved. Smallest window would be by Dracoliche of 12 hours and Trakanon would have an 18 hour window.)
2. Guilds are only allowed to kill every fourth spawn of each raid mob, once a mob has been killed 4x the "rotation" resets, and at the end of every month the "rotation" resets no matter where it is in the cycle. (About 2.5 Trak/Maestro/Dracoliche per month and 1 Gore/CT/Inny/Sev/Tal/VS/Fay per month) There are easily 4 guilds/raid forces on this server that can kill these mobs within a few hours of them spawning. (Help everyone!!)
With this strategy you would see the raid scene blown wide open, there would still be FTE fights/mobilization(Batphone/Zerg guilds still win out) wars, most likely the same 3 guilds would get 75% of the spawns, but the other 25% would be fucking awesome and a lot of fun for the rest of the server.
3. This would require a window on the P99 website stating which guilds have killed which mobs during a current month so that it is known by all that they are not in the running. Help GMs!!
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  #66  
Old 12-20-2013, 01:53 PM
Orruar Orruar is offline
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I believe the staff here wants the players to work out their own system, whether that be a rotation or pseudo-rotation, with no staff enforcement necessary. And rightfully so. It can be done, but it requires the population polices themselves. Something that is quite easy so long as the good people of each guild hold the shitbags accountable.
  #67  
Old 12-20-2013, 02:08 PM
Ahldagor Ahldagor is offline
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Quote:
Originally Posted by Orruar [You must be logged in to view images. Log in or Register.]
I believe the staff here wants the players to work out their own system, whether that be a rotation or pseudo-rotation, with no staff enforcement necessary. And rightfully so. It can be done, but it requires the population polices themselves. Something that is quite easy so long as the good people of each guild hold the shitbags accountable.
that's exactly what they're trying to do.

rogean in my head while reading the front page

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  #68  
Old 12-20-2013, 02:09 PM
Anichek Anichek is offline
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Quote:
Originally Posted by Orruar [You must be logged in to view images. Log in or Register.]
I believe the staff here wants the players to work out their own system, whether that be a rotation or pseudo-rotation, with no staff enforcement necessary. And rightfully so. It can be done, but it requires the population polices themselves. Something that is quite easy so long as the good people of each guild hold the shitbags accountable.
This, exactly. Which is what the initial post was. The leadership of the guilds who have agreed to the OP are all trying to establish a baseline - test it for the next couple of weeks - and see how it works.

If 7-8-9 guilds are all working together for fun, competitive atmosphere that:

a) Doesn't involve a SECURED rotation, but
b) DOES introduce a guaranteed opportunity for other guilds, and
c) LIMITS the instances for back to back to back to back kills by providing an "exclusion timer"

I really feel (after the conversations we had last night) that this could be not only a regime change, but a fundamental shift in the wait that P99 raiding is policed and conducted....we're all here to enjoy the content, I'm excited to see this agreement in action.

To a GREAT couple of weeks, and with any hope, a vast improvement long term on the raid/end-game scene!
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  #69  
Old 12-20-2013, 02:28 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Orruar [You must be logged in to view images. Log in or Register.]
I believe the staff here wants the players to work out their own system, whether that be a rotation or pseudo-rotation, with no staff enforcement necessary. And rightfully so. It can be done, but it requires the population polices themselves. Something that is quite easy so long as the good people of each guild hold the shitbags accountable.
Suppose that TMO comes back and agrees to this. Cool, we still have to track everything and compete against one of FE/IB and TMO. In other words 10% of the effort will go to killing the mobs, 90% will go to tracking/batphoning/zerging etc instead of 5%/95%.

The real problems here are variance and overcrowding. The real solutions are repops and tokens. Everyone can compete and keep score on whokilledit, and the casuals can kill a few mobs each week with tokens. Everyone wins.

I know Rogean wants everyone to just play nice, but he has to create rules where that's possible.
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  #70  
Old 12-20-2013, 02:39 PM
Pint Pint is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
Suppose that TMO comes back and agrees to this. Cool, we still have to track everything and compete against one of FE/IB and TMO. In other words 10% of the effort will go to killing the mobs, 90% will go to tracking/batphoning/zerging etc instead of 5%/95%.

The real problems here are variance and overcrowding. The real solutions are repops and tokens. Everyone can compete and keep score on whokilledit, and the casuals can kill a few mobs each week with tokens. Everyone wins.

I know Rogean wants everyone to just play nice, but he has to create rules where that's possible.
I'm not really a classic nazi but all this talk of tokens and forced mob rotations doesn't sound anything like the eq we all came here to play. The current proposal is pretty simple and should at least allow a third or fourth guild to enter the raiding equation which after 2 years is a vast improvement. People need to slow their roll and see how things pan out, the real issues are going to arise when one guild mistreats another during these two weeks and how the man children officers handle these situations.
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