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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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  #1  
Old 02-01-2013, 08:43 PM
gotrocks gotrocks is offline
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12 day spawn variance.
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  #2  
Old 02-01-2013, 09:42 PM
Wiwi Wiwi is offline
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Or the GMs could threaten the top guilds to set up a rotation. If they don't, force luclin models on the offenders.
  #3  
Old 02-01-2013, 10:10 PM
Servellious Servellious is offline
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I have never understood how having your favorite character logged out and playing a different game or an alt and waiting for your phone to go off is fun
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  #4  
Old 02-01-2013, 11:24 PM
Slave Slave is offline
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Things that would fix raiding on P99:

-Remove Variance
This would remove the unnatural advantages that the larger guilds have over smaller ones to Track raid targets. Additionally, it would bring the server MUCH closer to a Classic ruleset.

-Add FTE Shout
This would remove the necessity of the GMs to find these records and assuage lots of disagreement between players that would otherwise occur. It would provide a valuable tool to raid leaders and guilds to more strategically engage targets, such as in the case if a small, weakish guild obtains FTE.

-Apply Play Nice Policy to Veeshan's Peak
This would cause the top guilds to race for the most valuable targets as they spawn, instead of being able to use their entire raid force to block other guilds from ever entering the zone, through denial of Trak Teeth, epic drops, and important upgrades. It would be a more Classic implementation of the zone and rules, it would be fair, and most importantly, it would open up the raid scene completely.

-Add simulated patch days
This would cause raid mobs to spawn at the same time, and add more targets for guilds to engage over the course of the server. It would create the very situation that almost everyone claims to love: the race for targets. It would be completely Classic in nature, and it would have massive synergy with the other methods as described above.
Last edited by Slave; 02-01-2013 at 11:45 PM..
  #5  
Old 02-02-2013, 01:13 AM
Autotune Autotune is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
Things that would fix raiding on P99:
Okay...
Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
-Remove Variance
This would remove the unnatural advantages that the larger guilds have over smaller ones to Track raid targets. Additionally, it would bring the server MUCH closer to a Classic ruleset.
Won't happen, possibly shortening it has been a thought tossed around by staff. Removing will never happen per Rogean's words.

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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
-Add FTE Shout
This would remove the necessity of the GMs to find these records and assuage lots of disagreement between players that would otherwise occur. It would provide a valuable tool to raid leaders and guilds to more strategically engage targets, such as in the case if a small, weakish guild obtains FTE.
Would definitely help, but considering it was a good idea that was supposedly going to get added months ago and never has...

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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
-Apply Play Nice Policy to Veeshan's Peak
This would cause the top guilds to race for the most valuable targets as they spawn, instead of being able to use their entire raid force to block other guilds from ever entering the zone, through denial of Trak Teeth, epic drops, and important upgrades. It would be a more Classic implementation of the zone and rules, it would be fair, and most importantly, it would open up the raid scene completely.
This would just end up being abused. It is very easy to get trained on purpose in VP. Raid guilds would end up being suspended often.

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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
-Add simulated patch days
This would cause raid mobs to spawn at the same time, and add more targets for guilds to engage over the course of the server. It would create the very situation that almost everyone claims to love: the race for targets. It would be completely Classic in nature, and it would have massive synergy with the other methods as described above.
Has been discussed and was also supposed to be implemented in some form, still waiting months after.
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  #6  
Old 02-02-2013, 08:28 AM
nilbog nilbog is offline
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I am still down with trying to improve the raid scene. Step by step, if necessary.

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Originally Posted by nilbog
Okay the objective is to create more raid targets and allow more (and different) people the chance at killing them.

Current Variance Timers decreased by half.
+/- 48 hours become 24 hours.
+/- 24 hours become 12 hours.

Originally, the variance timers were created because we were like, wow ok, poopsocking. Let's make it unpoopsockable. Well, the socks became larger.

Simulated Patch Respawns
Once every 7 days, there is an additional, simultaneous spawning of all raid targets that aren't already spawned. These additional spawns are completely random, once per 7 days. This is historically classic due to frequent patches and random crashes which would respawn all npcs. When the simulated patch respawn occurs, there could be a world emote informing players.

Statistically, there are probably hundreds of missing raid spawns. After every crash that eqlive had during this era, they were respawned. An extra chance per week to respawn these npcs is a really good idea imo.

code for idea:
Code:
hidden
Patch Respawns
With every patch, respawntimes = 0. All npcs guaranteed to respawn with every patch.

classic, needed, and only takes a second

FTE Shout
When a raid target is engaged, it will yellowemote/shout the name of the first player (> lvl x?) to aggro (OR the first group to do 5% damage?). This is to allow players to determine first to engage without the need for guides or GMs to be present.

Discuss.
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Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
This is a continuation from the other thread ( http://www.project1999.org/forums/sh...ad.php?t=86005 ).

Here is what nilbog and I are currently planning/designing/brainstorming:

We will be cutting the variance in half on the existing raid spawns.

We will be implementing an FTE notice of some sort, whether this is an emote or some type of message.

We will be implementing a simulated patch day respawn. Here is how it will work.

The server will pick one day of each week (Random 1 to 7, Sunday through Saturday). It will then pick a random time. I will not disclose the range of the possible times, but it will only include afternoon and evening hours, so as to give the best chance for the most people to benefit from it.

A serverwide message will go off indicating that the simulated patch day respawn has or will be taking effect shortly. All raid mobs will (either immediately, delayed, or spanned, tbd) respawn.

These respawns will NOT affect the normal respawn times of the mob. For example. If Talendor was killed on Monday, and on death the server determined he would spawn again on Sunday. A simulated patch day occurs on Thursday, his death on Thursday will not reset his scheduled respawn time on Sunday.
Exception: If the mob's spawn time is scheduled to occur within (To be determined, probably either 6 or 12 hours) of the simulated patch day respawn, it will calculate a new spawn time for the mob as it would had he been killed normally, when he dies from the simulated respawn.

Discuss, and know that this system is not final, now or even when it goes live. We will evaluate how it plays out.
Here is the progression of ideas. It started with forum posts, on to internal discussion, then to the Raid Changes thread. Although not yet implemented, this is basically the concept of what will occur. Internally, we haven't changed our mind on this and haven't said anything different.

Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
Discuss, and know that this system is not final, now or even when it goes live. We will evaluate how it plays out.
Thread is still open for discussion.
  #7  
Old 02-02-2013, 10:53 AM
Wiwi Wiwi is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
I am still down with trying to improve the raid scene. Step by step, if necessary.
This is encouraging.

You could also bait the high end guilds into a self-maintained rotation system by offering to completely remove variance. Albeit it would require a little extra chivalry than what the "elite" guilds have expressed in the recent past.
  #8  
Old 02-02-2013, 10:55 AM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by Wiwi [You must be logged in to view images. Log in or Register.]
You could also bait the high end guilds into a self-maintained rotation system by offering to completely remove variance. Albeit it would require a little extra chivalry than what the "elite" guilds have expressed in the recent past.
That'd be about as successful as trying to bait someone away from five star dinner with a 2-day-old big mac and some cold, soggy fries.

TMO has been successful in this system for a year now? Or longer? Why would they give up their 80-90% success rate for even a 2-way rotation, let alone a larger one, just so that each member can give up a few hours of tracking every week? It's obvious that having to track and camp characters at ledge and sock hasn't and won't wear out people faster than they can replace them... they could continue this system for a long time.
Last edited by Tecmos Deception; 02-02-2013 at 11:00 AM..
  #9  
Old 02-02-2013, 12:57 PM
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
I am still down with trying to improve the raid scene. Step by step, if necessary.
So I love the idea of simulated patch days Nilbog, but I think they are not enough. Suppose we have 1 simulated patch day without variance. Imagine you are Shinko/Zeelot. Your guild has 100+ active raiders each with 3 L60 toons. Before the patch, you split your forces into two teams, let's call them blue and red. After the patch TMO/FE Blue logs on with 35+ toons and goes for Trakanon, then logs off to a new set of fully buffed toons and goes for Sev (while having a few people get killed by CT and make everyone camp out to delay), then logs off to a new set of fully buffed toons and goes for CT. TMO/FE Red logs on with 35+ and goes for VS, switches toons for Inny, and finally goes for Talendor. Because they are just logging on a new set of fully buffed toons (and the pulls for sev and talendor can start early) the whole process is over in 30 minutes. Now 30 minutes is still a huge improvement; some casual guild will get Maestro for sure and maybe Draco. With practice perhaps even Inny. Gorenaire will no doubt be zerged down by 300+ while TMO/FE play in VP.

Basically I know it's not classic but there has to be code for the simulated resets that prevents a) logging out fully buffed characters and b) swapping between characters. Lets run that simulation again using the Loraen plan when both of those are impossible and there is no training in VP. Suddenly if you are Zeelot/Shinko you have to make real choices. Lets say you split your forces to go for VS/Trak. Well if the zone is fully popped this might take a while. There will probably be at least one see invis either in the jail or a jugg, so that has to be trained away for everyone to move down. It'll probably take 15 minutes for everyone to kill Trak and then get an evac to Skyfire for VP. That's more than enough time for a raid force camped out at the VP zone in to kill Phara Dar. OK, so you send one team for VP and one for Trak. Well after 15 minutes to kill Trak there is no way VS is up, so they head for fear. Which they have to actually port to, rez the dead, run from feerot port, etc. Thats 15 minutes. Anyway, my point is that the guilds would have to actually behave like guilds at this point, and port from target to target, rather than just log on/off.
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  #10  
Old 02-02-2013, 01:24 PM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
Your guild has 100+ active raiders each with 3 L60 toons.
I think the "multiple raid-geared characters logged out at different bosses per real player" is quite an exaggeration.
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