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  #61  
Old 09-12-2011, 11:17 AM
Dr4z3r Dr4z3r is offline
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Originally Posted by anthony210 [You must be logged in to view images. Log in or Register.]
One of them being to remove variance and camping rules. Make it 100% FTE with no variance. This is how it was in classic.
If the variance were cut down to 12 hours or less (and especially if it were completely gone), you'd definitely see a lot worse going on than what we have now.

Current scene: All guilds logged out ready to engage trak. Any given guild has 3 or 4 roles that are filled in shifts (tracker, buffer, cother) for the 48 hour window. When the mob spawns, 45 (+ or - 15) people log in to kill, spending 30 minutes at most killing the mob.* Man-hours spent = 2(4x48 + 45x0.5) = 429

6-Hour variance scene: Every capable member of all guilds is online, in Trak's lair, with auto-attack on, mashing F8 for the entire window, and hoping that the coin-flip of initial aggro will go their way. Man-hours spent = 60x2x6 = 720**

0-Hour variance scene: Every remotely interested guild/solo player is on the spawn-point when the mob spawns, all hoping the FTE-dice are on their side. 200 people engage as the mob spawns, causing the entire zone to lag out, at least 30 petitions to be sent, and endless whining to ensue.

And people are saying the variance didn't accomplish its job?

*make it 10 minutes, counting time spent walking to the computer & logging in, if the first guild to engage doesn't wipe

**This is assuming only 2 guilds bother, and that they average 60 members online each
Last edited by Dr4z3r; 09-12-2011 at 11:19 AM.. Reason: formatting/math
  #62  
Old 09-12-2011, 11:19 AM
anthony210 anthony210 is offline
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Originally Posted by Mcbard [You must be logged in to view images. Log in or Register.]
I don't really like variance because it's not classic. However, as I said in my previous post the variance is most likely beyond our control, and was instituted for a reason.

If we were to remove it, and raid mobs were 100% FTE I think it would be even less fun for everybody, because as previously pointed out, there are about 4 or 5 guilds at most targets with auto attack on, sitting at a mobs spawn point spamming cycle nearest npc, 200 people would zerg the mob, and a petition would have to go in for every mob over who got FTE. Not exactly ideal/classic either unfortunately.

It's the playerbase that is most unclassic about this server.
Less fun? Perhaps. But it would be classic and give any guild there atleast a shot at getting the kill. Unlike now where if you are not camped out at the boss ready to log in soon as you get a batphone you are not going to kill shit unless you get lucky on a patch day respawn. Why should people be forced to camp out their main characters at a spawn point? Why cant we all just know when the boss is going to spawn like it was in classic so we can show up at that time?

The reason spawn variance was put in almost a year ago was because we had guilds sitting on spawn points over 24 hours in advance and using server rules to claim the spawn. Instead of simply changing the server rules to allow for FTE regardless of how long your guild has been sitting there, the developers decided to put in spawn variance. Which totally screwed over any smaller guilds from attempting to compete with larger more hardcore guilds.

If you want to kill something show up at a raid boss when its due to spawn and you will have a shot at FTE.
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Last edited by anthony210; 09-12-2011 at 11:22 AM..
  #63  
Old 09-12-2011, 11:25 AM
anthony210 anthony210 is offline
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Quote:
Originally Posted by Dr4z3r [You must be logged in to view images. Log in or Register.]
If the variance were cut down to 12 hours or less (and especially if it were completely gone), you'd definitely see a lot worse going on than what we have now.

Current scene: All guilds logged out ready to engage trak. Any given guild has 3 or 4 roles that are filled in shifts (tracker, buffer, cother) for the 48 hour window. When the mob spawns, 45 (+ or - 15) people log in to kill, spending 30 minutes at most killing the mob.* Man-hours spent = 2(4x48 + 45x0.5) = 429

6-Hour variance scene: Every capable member of all guilds is online, in Trak's lair, with auto-attack on, mashing F8 for the entire window, and hoping that the coin-flip of initial aggro will go their way. Man-hours spent = 60x2x6 = 720**

0-Hour variance scene: Every remotely interested guild/solo player is on the spawn-point when the mob spawns, all hoping the FTE-dice are on their side. 200 people engage as the mob spawns, causing the entire zone to lag out, at least 30 petitions to be sent, and endless whining to ensue.

And people are saying the variance didn't accomplish its job?

*make it 10 minutes, counting time spent walking to the computer & logging in, if the first guild to engage doesn't wipe

**This is assuming only 2 guilds bother, and that they average 60 members online each
I would rather have the total chaos that comes with 200 people trying to engage at the same time and atleast have a shot at getting the kill regardless of how small that chance may be. Than to have our current situation where if you are in a smaller more casual guild you have zero chance of getting a boss unless you get lucky on a patch day.

If the players on classic live servers found a way to deal with the chaos, I am sure we on P99 can find a way as well considering we have a smaller population and less guilds.
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Last edited by anthony210; 09-12-2011 at 11:27 AM..
  #64  
Old 09-12-2011, 11:28 AM
Kruel Kruel is offline
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Quote:
Originally Posted by anthony210 [You must be logged in to view images. Log in or Register.]
current situation where if you are in a smaller more casual guild you have zero chance of getting a boss unless you get lucky on a patch day.
This is classic, if you are in a smaller guild you dont get crap. QQ more.. Thats why TR and TMO are around.. if you want to progress.... change guilds.. not going to kill trak in guilds that dont attempt him even once.
  #65  
Old 09-12-2011, 11:28 AM
Vondra Vondra is offline
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180 day variance, lets see who's hardcore then! =P
  #66  
Old 09-12-2011, 11:30 AM
Aadill Aadill is offline
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Quote:
Originally Posted by anthony210 [You must be logged in to view images. Log in or Register.]
I would rather have the total chaos that comes with 200 people trying to engage at the same time
I'm fairly certain the GMs wouldn't.
  #67  
Old 09-12-2011, 11:38 AM
Nebi Nebi is offline
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Make every mob banish TR/TMO members.
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  #68  
Old 09-12-2011, 11:49 AM
anthony210 anthony210 is offline
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Quote:
Originally Posted by Kruel [You must be logged in to view images. Log in or Register.]
This is classic, if you are in a smaller guild you dont get crap. QQ more.. Thats why TR and TMO are around.. if you want to progress.... change guilds.. not going to kill trak in guilds that dont attempt him even once.
Incorrect. This is not classic. In classic it was FTE with no variance. Guild's had time of deaths and showed up when the boss was due. If you're guild got first engage and you killed the mob you won. On some servers guilds preferred to work together and formed rotations rather than have the constant chaos. Not all servers did that as someone said earlier. Leave it classic and let us work it out ourselves.

Hardcore guilds would still get more kills because they can kill stuff at odd hours when more casual guilds have no one online.

This is not a QQ about TMO or TR. This is about trying to find a better way to handle raiding on this server that promotes fairness. And going full classic would be the best way in my opinion.

Like I said before if the people on classic found a way to deal with it, we can find a way here.
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  #69  
Old 09-12-2011, 11:54 AM
Dr4z3r Dr4z3r is offline
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Quote:
Originally Posted by anthony210 [You must be logged in to view images. Log in or Register.]
I would rather have the total chaos that comes with 200 people trying to engage at the same time and atleast have a shot at getting the kill regardless of how small that chance may be.
Have you seen 200 people try to engage a mob at one time on P99? When I said it lags out the entire zone, I was not exaggerating.

Anyone who was at the first 2 attempts vs. the Prismatic Magical Armor a few weeks back can confirm.
  #70  
Old 09-12-2011, 12:01 PM
Kruel Kruel is offline
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Quote:
Originally Posted by anthony210 [You must be logged in to view images. Log in or Register.]
Incorrect. This is not classic. In classic it was FTE with no variance. Guild's had time of deaths and showed up when the boss was due. If you're guild got first engage and you killed the mob you won. On some servers guilds preferred to work together and formed rotations rather than have the constant chaos. Not all servers did that as someone said earlier. Leave it classic and let us work it out ourselves.

Hardcore guilds would still get more kills because they can kill stuff at odd hours when more casual guilds have no one online.

This is not a QQ about TMO or TR. This is about trying to find a better way to handle raiding on this server that promotes fairness. And going full classic would be the best way in my opinion.

Like I said before if the people on classic found a way to deal with it, we can find a way here.
your not reading what i quoted you as saying. In classic the little guilds didnt get shit, at least on my server. I couldnt show up from hamburglers of time (not a knock on the guild sorry) with 15 lvl 39s and let other guilds kill it when i got FTE and the shitfest that comes with no variance FTE. You have never been there when trak was in the last our of his variance with 150ppl sitting on his spawn point. I have a real good computer with fast internet and i saw trak for roughly 10 seconds before he got downd.. i had time to get one nuke off. Wasnt fun... at all. Thank god that doesnt happen allot.
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