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Old 06-17-2010, 06:27 AM
Dumesh Uhl'Belk Dumesh Uhl'Belk is offline
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Join Date: Mar 2010
Location: Grobb
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Default Raid Rules Alternative

This is effectively just a repost of my proposal in Nizzar's thread. I'm reposting in hopes of generating more on topic discussion. Maybe the ideas can stay in this thread and the drama can stay in the other one /pipedream

Anyway...

There are some people who can be logged in nearly 24 horus a day because they work from home, or don't work, or whatever, but even those people want to play the game. By that, I mean that they want to camp an item or help PL a friend, or play an alt, or maybe just log out and do something else with their time. They don't want to park themselves and alt tab out to surf the web, or play another game, or watch TV/movies, or do housework. They do it now for one simple reason: Under the current rules, it produces results.

Most people will do whatever works that is within the letter of the rules and within their personal ability (read: available time as well as skill set).

So, if we have collectively decided that camping is a "Bad Thing" tm. Then any solution has to do more than wave an index finger and say "camping is bad, don't do it". We need to change the incentives so that camping is more painful, or just doesn't produce better results than other strategies.

AFK camping only works because the current rules grant a guaranteed first shot. So, my first proposal is to totally chuck those rules and go to a FFA with one basic rule.

First to aggro + 15 minute limit to mass engage.

Whoever can get the first aggro on the mob has 15 min to maintain aggro and have his or her guild engage. As long as the battle has begun in earnest (I'll define this as being tanked instead of kited) within 15 min of the first aggro, and there was an unbroken chain of aggro by members of that first guild through the whole 15 minutes, other guilds must back off until the first guild gets the kill or wipes. If the first guild wipes completely and the mob loses aggro, then he becomes FFA again.

If someone can successfully kite a boss for 7 or 8 minutes while his guild mobilizes, then that's cool with me, because it is definitely a skill related to gameplay in EQ. Anyway, the kiting provision is more of a catch-all that is thinking forward to some of the outdoor encounters coming in Kunark and Velious. We don't want one guy from guild X kiting Talendor around for a half an hour waiting for his guild to log in and port over. There has to be a limit. However, I think 15 min is reasonable.

The traditional complaints about FFA are Training, KSing, and excessive need for GM involvement. Obviously, training and KSing are already against server rules. They should be the only reason to involve a GM, and as per the devs, this should be a rare event. They want us to solve things by ourselves. So, how do we make sure that both real KSing and false reports to the GMs of KSing when it didn't happen are rare events. Again, the answer is in the incentives. The penalties for training/ks'ing AND for falsely reporting those charges when they aren't true should both be severe, perhaps a one month IP and account ban, or de-level to 20 or something similarly harsh.

I really believe those few measures (perhaps with a slight adjustment to the time limits) would be enough to ensure equal opportunity with limited camping. The camping becomes much less attractive when the first crack is not guaranteed just for showing up first and when they campers' eyeballs have to be on the screen. I would also strongly favor reducing the variance to +0 to 12 hours. This would still help the spawns rotate around the clock. However, with a more narrow window, there will be less of a pressure to maintain a constant presence in a zone for days... maybe just a few hours. Again, I cannot stress enough how different this form of camping would be.... first to aggro and fully engage within 15 min is a very different standard. The people doing the camping actually have to be capable of completing the kill or at least holding on while the rest of their guildmates mobilize, and they will actually have to be at the keyboard with eyeballs on screen, or else someone else who is waiting on the spawn might get first aggro.

However, as much as I want that to happen, I am afraid it might not. The devs might not want to ratchet up the penalties for KSing, Training, etc. But, those penalties will be essential to setting up the proper expectations among the player base, especially in the first week or two of this system being in place. That deterrent is vital to this plan. After 3 or 4 people get deleveled or IP banned for a month, people will stop KSing and will be too afraid to level unfounded accusations at others. After that, I believe there would be very few calls to GMs. This satisfies their requirements. As for the players, we will all get a shot. If we can get a force to the mob when it's up or about to spawn and get the first aggro, we can all get a chance to kill it. Then the game is all about keeping solid intel on when targets were killed, when they are due, scouting, picking your battles, mobilizing to your chosen target, and having a good pull team that can get first aggro (or back off when they lose so they don't get banned).

I have a second proposal that is just a tweak of the rules we have, but I don't care for it anywhere near as much. If my first proposal goes up in flames or is ignored, I may post the second one.
 


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