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Old 01-02-2014, 02:12 PM
Fountree Fountree is offline
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Originally Posted by alaiwy0503 [You must be logged in to view images. Log in or Register.]
I think it's a little short-sighted to blame EVERYTHING on TMO. In a scenario where we are on content that was suppose to be a year long in total for 2-3 years this type of dominance over content is expected. Some of this was unavoidable based on the length of time that we have been on Kunark.
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Old 01-02-2014, 02:46 PM
falkun falkun is offline
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Except everyone else saw this coming, and so a year ago, when EVERYONE else came to the bargaining table, TMO showed up and said, "Where's Verious?" and walked away. Maybe its more than a year ago, it was when the VP agreement between TMO and IB was expiring.

It is TMO's fault because they were the ONLY ones unwilling to play nice in the sandbox with all the toy trucks.
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Old 01-02-2014, 04:21 PM
alaiwy0503 alaiwy0503 is offline
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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Except everyone else saw this coming, and so a year ago, when EVERYONE else came to the bargaining table, TMO showed up and said, "Where's Verious?" and walked away. Maybe its more than a year ago, it was when the VP agreement between TMO and IB was expiring.

It is TMO's fault because they were the ONLY ones unwilling to play nice in the sandbox with all the toy trucks.
Yes, I agree with this. But the problem wouldn't have arisen in the first place if we weren't stuck on Kunark for years. I don't blame the staff, this is a huge undertaking and isn't their full time jobs. This product is stunning for the amount of effor they put in. Also this has occured b/c there isn't pvp. On Rallos Zek this shit wouldn't have happened because ....kill the other guild.

Any economy where one group holds even slightly more of the resources will grow over powered. The resource (raid mobs) were dominated by TMO and they had no compelling reason to play nice. They were destroying the content w/o playing nice.
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  #4  
Old 01-03-2014, 12:34 AM
mattkwi mattkwi is offline
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Raid Scene
It continues to be an aggravating realization among CSR staff that 10% of the server population causes 90% of the problems. We are all for competition, but it needs to be fair competition. We are also all here for the same thing, to experience classic Everquest. The same guild monopolizing raid content for 2 years that they might not even need anymore is ridiculous, just to block other guilds from the chance of gearing up to take on the same end game content.

I was thinking to myself the other day and I came to ask myself.. Are we providing this server to give people the arena to compete to such bitter extremes that it has resorted to taking every absolute measure to be victorious, or are we here to provide a classic Everquest experience for everyone to enjoy?

A lot of you make fun of it in your own terms, but it really does come down to fighting over very old content.

Either way, we're tired of the constant bickering, the training, the ninja looting, and all the other bullshit that's going on. So here's what we're going to do.

Starting today and then evaluated when Velious is released the CSR staff will be keeping track of how the raid guilds are treating eachother. If we do not see a significant improvement in the behavior of the raiding guilds and how they treat eachother, Velious will be released without raid content. To be clear, we want an enjoyable raid scene for everyone, not just one or two guilds. This means working together to figure out a compromise when racing for mobs, and working with smaller guilds to let them have a chance at mobs you don't absolutely need for gearing main characters.

Don't think that this means you can continue shitting on each other and just not petition, the staff will still be watching.
So back to the original problem. The two hour rule the server already agreed to (and I bet TMO would agree to) solves the problem stated above. Why make this more complicated? None of the proposals were ever on the table before and have nothing to do with the original problem. None of those guilds put anything forward prior to this and are just taking advantage of TMOs ban. So again. Two hour fixes the problem.

Further to that, we also witnessed that a simulated server spawn goes smooth (esp along with two hour rule) and spreads the mobs around. So that would further boost the server and morale.

Why are we getting more complicated than this just because TMO was banned? The problem was the in fighting and ruthlessness, and the two hour rule solves that.
Last edited by mattkwi; 01-03-2014 at 12:40 AM..
  #5  
Old 01-03-2014, 01:24 AM
odiecat99 odiecat99 is offline
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Quote:
Originally Posted by mattkwi [You must be logged in to view images. Log in or Register.]
So back to the original problem. The two hour rule the server already agreed to (and I bet TMO would agree to) solves the problem stated above. Why make this more complicated? None of the proposals were ever on the table before and have nothing to do with the original problem. None of those guilds put anything forward prior to this and are just taking advantage of TMOs ban. So again. Two hour fixes the problem.

Further to that, we also witnessed that a simulated server spawn goes smooth (esp along with two hour rule) and spreads the mobs around. So that would further boost the server and morale.

Why are we getting more complicated than this just because TMO was banned? The problem was the in fighting and ruthlessness, and the two hour rule solves that.
I believe the two hour rule is good, but it will just be an endless two-hour cycle between the two top guilds(Guild A kills first spawn, Guild B the next). The training in VP has to stop also, it's a damn joke. It's Piper's Pit in that damn zone.
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Old 01-03-2014, 01:02 AM
odiecat99 odiecat99 is offline
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The toxic raiding wasn't solely on TMO, but I would say about 85% of it was a product of their need to have the biggest e-peen.
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  #7  
Old 01-03-2014, 02:49 PM
mattkwi mattkwi is offline
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Agreed. So you make further provisions. Two or three hours if you killed target last, 1 or two hour wait if you killed that target the time before that. That leaves every third spawn of every target uncontested for at least an hour or two. If variance was removed this would be huge. Add in random repops and the server gains even more
.

Again, the problem was the fighting at the top. It wasn't ever about smaller guilds not getting targets. So staggered engages solves this problem. If GMs want the players to work it out, then let them. Naturally, just like on the real servers, guilds who could and wanted to kill the content, controlled the content. If another guild wanted access they took it by force, alliance, or politics. Not Verant or Sony handing it to them. If the GMs want to control the out come then do just that. Decide on how you want it and implement it. If you want the players to work it out, then let it work itself out. Taken has taken many targets whenever they wanted them because they wanted them. It is possible.

There's no concessions to be made. No one owns anything except the GMs. But TMO, FE, IB are the only ones being asked to give up something they control at the moment. Fine, mandate they give up some targets, but as the majority contenders, let them decided amongst them how to do this. Smaller guilds can't claim
To give concessions when they have nothing to lose. Form and alliance and take a larger piece of the pie, then you can barter.

Only 5 members of the U.N. Have veto power. Not every country in the UN has the same power. A small guild with little influence of raiding should have little influence in the divvying of targets.

Staggered engages. And guilds being responsible for their own future And if you truly want the friendliness and joy brought from the first week of the 'two hour' rule week then kill variance and add repops along with these two staggered engages.


Or if you don't want the guilds to work things out naturally then just decide for them. It's done on other matters and can be done here. Not the right way to go IMO, but saying let the players choose but trying to control the out come
By forcing compromise is doing more harm than good to guild relations.
  #8  
Old 01-03-2014, 05:56 PM
ElanoraBryght ElanoraBryght is offline
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Quote:
Originally Posted by mattkwi [You must be logged in to view images. Log in or Register.]
Two or three hours if you killed target last, 1 or two hour wait if you killed that target the time before that. That leaves every third spawn of every target uncontested for at least an hour or two. If variance was removed this would be huge.
^ for all raid mobs, VP included.

Add in the new GM attitude :
"Until further notice anyone who touches a raid mob (VP Dragons, Trak, VS, CT, Draco, Inny, Maestro, Gore, Fay, Tal, Sev, Noble, OoA, Naggy, Vox, Phinny, Ragefire, Planar Trash, or anything else I forgot) or otherwise interferes with a raid mob when their guild is on lockout will be banned until the sun rises in the west and sets in the east, until the seas go dry and the mountains blow in the wind like leaves. Only Then you shall return and continue playing should you break these rules."

Add a 4 week guild raid suspension to the player ban.

Removes rotations (except what guilds work between themselves), leaves some competition, and keeps tracking this as simple as keeping up a 2 kill history on whokilledit.com
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  #9  
Old 01-03-2014, 07:35 PM
Butthead Butthead is offline
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one rule i have a hard time putting together is the raiding one...

one guild raids a spot over n over to gear up guild, and another guild wants it but its alrdy taken....

in pvp you would have to do that nihi did years ago.... create a zerg and push the elites out just by mass. holo had some legit nasty good players but couldnt fight the zerg.
its up to the players to resolve the situtation by means of pvp.

theres jus so many variables that can happen during a raid and so many accidents / miscommunications. the rules are focusing alot of good points but there needs to be some kinda flexability on it, atleast for the next few weeks/months.


after all, this IS a pvp server. when you sign up, you should know what to expect. if you cant get exp because people are constantly killing you, join a guild and get help. or sneak inside a dungeon ect. although its super Super annoying, but it adds a sense of real danger.
you cant let ur guard down fora moment. even at full attention, someone could get the jump on ya and smoke you before u knew what happend. thats the beauty of pvp. ur always checkin over your shoulder..
even making friends can b tricky, i think thats y groups are so few. people dont trust eachother cause every1 wants to kill lol.

so the smart people grouped up and work together to create a more efficient group, to progress thru the game more effectively, rather than complain and /shrug... they banded together to rise above the troubles and created a team of like minded players.

^ thats what pvp is all about. the hard gameplayer/pvp should push players to join others who need help. then you can make more groups and progress easier.

when i first joined server at launch, i thought this game was perfect. they wer going to keep it classic. remember how many people we had on launch? it was first time i felt that nostalgia again from everquest.

please do what you guys think is best but please dont change too much. let the community form together to face nihi... like what ppl did against holo years back.
(imagin how the future woulda been if nihi got caught instead of holocaust. they wer both doing same exploit but holo got caught)

sorry for writing another novel but these changes are drastically effecting gameplay, esp end game. after putting in days n days to get up to level, no1 wants it to go out the window like what they did in wow lol.

not every1 can be the best, you must fight to the top to gain respect/gear ect ect...
unlike wow, where you are entitled to fight in every raid, and progress reguardless of skill level, but instead,, time dedication... put *thismuch* time in and ur gauranteed a chance to raid.

=\
  #10  
Old 01-06-2014, 09:25 AM
Vladesch Vladesch is offline
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I'm not part of the raid scene on this server and have pretty much given up because of the terrible top end problems, but something that occurs to me is that by denying the server Velious raid content you are making it easier for TMO to keep a stranglehold over raid content. (and thus likely RMT)

Or to put it another way, by doubling the amount of raid content you make it twice as hard for TMO to block everyone else.

This is precisely why WOW had instances. I know a lot of people don't like them and enjoy the "competition". My experience is most people who prefer competition are the ones that are winning.

I imagine it's not possible to instance dungeons, but if you were to do that all these problems will instantly go away. Heck, I might even come back and get the last 10 levels on my enchanter.
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