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View Poll Results: Should we change classic-mechanics here to allow more guilds access to raid content? | |||
Yes |
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75 | 42.13% |
No |
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103 | 57.87% |
Voters: 178. You may not vote on this poll |
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#121
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#122
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![]() At any rate, TMO has to admit something has to change in the end game if they truly want competition, because they're certainly not getting it the way the raid scene is now.
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#123
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It doesn't take some kind of super-human to join TMO. On the contrary, TMO accepts some terrible players pretty regularly. Don't take it the wrong way: there's no reason not to. That's the problem with the server status quo. Numbers are far more important than quality. TMO is a rational actor within the system that's been created. And yes, having a core of unemployed players that can be ready within minutes for 18 hours a day is what has put TMO on top. It's not meant as an insult; merely an observation. It was the same thing that had put IB on top. In classic EQ, variances were much smaller, and patch days overlapped windows. Spawn times were far more predictable and it was often impossible to camp out at a certain location without hurting your chances of getting another raid mob if it were to spawn first. Here, windows are so massive that it's just about who can be ready at any time of the day. Nobody is going to bother tracking for a dragon/god when it is just as likely to spawn at 2AM Tuesday as 8AM Friday, or some other hour they have no chance at mobilizing for since their guild members are asleep, working, or otherwise being functional human beings. TMO knows they can get 30 players on at any hour of any day; tracking can be split up between the masses; that's why you "earn" more mobs. That didn't used to be the ultimate trump card in classic EQ. On P99, availability has replaced ability. It's a server flaw. Server staff got sick of dealing with 90-man poopsock forces fighting with each other, so they made variance enormous. What they should've done is simply eliminate the play nice rules. Poopsocking doesn't work if you're getting constantly trained by your competition, and patch days reset windows so they overlap. | |||
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#124
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-All 3 day spawns except Draco (so Maestro and Trak?) would be on the same timer, with the same variance they have now, except that all of them share a variance (ie they all spawn at the same time)* -All 7 day spawns except Noble Djorn and VP mobs would be on the same timer (Nagafen, Vox, Inny, CT, Faydedar, Talendor, Gorenaire, Severilous, VS, and anyone else I missed), with the same variance they have now, except that all of them spawn simultaneously. -All VP dragons would have the same timer/variance as they do now, except they all spawn simultaneously. -Phinny would still be a 12 hour spawn, Noble Djorn is still a 7 day spawn, with no variance. -Draco would still be a 3 day spawn with variance, who gets respawned whenever CT pops. Additionally, I would have it so that ALL mobs repop at the same time after any content patch (so not a maintenance patch or a server crash, but after an intentional content patch), since this was classic. The way it would work is that the timer for a set of mobs would start as soon as all of the mobs sharing a timer are dead. Draco has to be on a different timer because he's a 3 day spawn but CT also repops Draco. VP dragons have to be in a different group or else TMO could just cockblock the entire server by leaving one VP dragon up (I know they would never do this, but since no one else has access to VP, this shouldn't be allowed). I've thought of this system for a while and feel very comfortable defending it, so if someone disagrees with any part of it I'd like to hear why. Here are some reasons why this system is better than the current one: Time investment The current system involves too much of a time investment, both for what was expected in classic, and for what should be expected of an average person with a full time job. Every 7 day spawn except Noble has a 96 hour window currently, which means guilds can waste anywhere from 0 to 864 hours a week tracking just 7 day spawns (compared to classic where raid mobs had very short variances). This leads to a lot of problems: (i) Burnout: players invest way more time into this server than they would have needed to in classic, leading to a much higher burnout rate. It's no surprise that many players from high end guilds end up selling their accounts or quitting. It's bad for the server's population to have high burnout rates. (ii) Discouraging competition: players from casual guilds try tracking, but feel that their time is wasted when the mob spawns while their guildies aren't awake, or if they just end up being outmobilized. Because of this many players feel it's not worth it to track raid mobs, leading to a raid scene that is more likely to be dominated by one guild. (iii) Problems at the low-end: players spend so much time tracking that they don't have time for alts, which means that there are less players to group with at low levels, which is bad for the server's longevity. Also, many players hear about the raid scene since it's constantly complained about, and are discouraged from entering it, leading to some players quitting early so that they don't waste their time. (iv) Rule-breaking: empirically we know that the current system makes players break the rules more than they would. Because of the time investment, tensions are higher when a raid mob spawns, and players are more likely to resort to training and other offenses. Also, using 3rd party programs to track raid mobs is a problem, as well as cheating to find out when mobs spawn (such as the incident where several guilds knew when mobs were going to spawn because they had access to an old GM account). (v) Poopsocking: again, because of the massive time investment required, guilds sometimes resort to poopsocking (camping a raid mob with 15 or more players for the duration of its spawn window) because it's the only way to guarantee they will get a certain mob. This is very anti-competitive and has discouraged many players from entering the raid scene. GM intervention When you have mobs spawning at different times, it's more likely you will have multiple guilds present at the same raid. In contrast, when mobs spawn simultaneously, guilds often head for separate targets because there's simply more content available to kill. You also have all mobs dying within the space of a few hours. All of this leads to less work for GM's because there are less opportunities for raid interference, and all raid interference that would happen is contained within a small space of time. Some input from a GM would be nice, but I'd guess that the amount of work GM's had to do during the last repop was a lot less than the amount of work GM's have to do in the space of an entire week. Bug reporting When content is less accessible to other guilds, you have less opportunities for players to report bugs with that content. Case in point, when we first engaged VS (months after Kunark was released), we discovered that runes weren't blocking his lifetap proc (this was actually a really big bug that affected other encounters, not just VS). Similarly there was an issue on the red server where certain epic pieces were dropping in fear, which went unnoticed for a while. When you have various people with different knowledge of classic and experiences with classic content all seeing the same encounters, it's easier to fine tune those encounters and make them more accurate to classic. As for this: Quote:
2-No, a single guild wouldn't get most of the targets (and if they did, they'd get markedly less than they get now). They wouldn't even necessarily get all of the good ones. Our guild's only VS kill was during a server repop, and it happened because everything spawned at once and we knew the top two guilds would be fighting over Trak. On other repops (around the release of kunark) we usually got 2-4 mobs (like Naggy, Vox, Draco, Inny, Faydedar, Noble, Maestro), which isn't bad at all given the amount of time we invest in the game. In addition to the mobs we got, we also got to attempt bosses we normally wouldn't have much of a chance at seeing. I know the last repop led to TMO getting most of the mobs, but it wasn't representative of how repops usually play out on p99, or how they will play out in the future. Trust me when I say that if the system were changed it would really rejuvenate interest in the raid scene, and you wouldn't see guilds monopolizing content to the same extent that they do now. *edit: I forgot Master Yael.
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Last edited by Lazortag; 05-16-2012 at 11:17 AM..
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#125
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A competiting guild needs to decide it wants it enough to put in the time to start pinching kills and gearing up. Competition won't be solved until months after velious release,(large amount of active raiders returning to the server disregarded) | |||
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#126
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You have no idea what you are talking about most of our core members have full time jobs as well as hobbies. We happen to have euro and asian/aussie players to help us on the weaker hours. I'm uundeniably a core member, as you call it. And I'm away at work 10hrs a day, am at the gym 90 mins a day, and limy g/f demands my attentions most of the remaining time, yet I maintain a 40-50% raid attendance and never have my phone on for sleep time batphones. Get some new material | |||
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#127
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If reforms changed the landscape of the raid content, you'd have more competition, fewer applicants, and more disgruntled members. You'd still dominate end-game for a while, but that would eventually give way to a more natural state of competition with other guilds. | |||
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#128
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#129
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