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| View Poll Results: Is variance still needed? | |||
| Yes, it promotes "competition" |
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75 | 29.18% |
| No, its an unneccesary non-classic time sink |
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182 | 70.82% |
| Voters: 257. You may not vote on this poll | |||
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#1
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Just want to start by saying I'm not a member of any raiding guild so I have no dog in this fight at all, but it's something I'm thinking about in the future and I think this affects most of us on the server as open hostility isn't good for anyone.
Why does anyone have to suffer in this at all? The point we're at now in server progression why not just glut the server with raid mobs repop raid zones daily. Who cares if someone's 15th alt ec mule is epic'd? As someone previously stated 90% of gear will be replaced with velious anyway. Not many casual players from live are ever gonna come to p99. We've all had some end game raiding experience. Make it all a non issue. Let guilds work out when they'll kill what mobs, but do so knowing they'll never have wait more than at most a week for said mob. I don't know how much work a server restart is for the gm staff, but for the player base it seems like a no-brainer unless your only goal is to flex your epeen. | ||
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#2
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<The Mystical Order> 60 Monk Silentone | |||
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#4
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#5
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Removing unClassical variance, adding FTE shout with at least 2 resets per month, would be ideal. The server as a whole would benefit greatly.
Xasten and Naerron have got the 100% right idea. | ||
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#6
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I used to think removing the variance entirely was the answer, but I think simultaneous repops are actually better. I figured people would realize the futility of sitting on spawn points for hours on end just to get a chance at pixels, but then realized that people still resort to poopsocking on this server, as well as tracking mobs for several days straight, and they call it "competition". Everyone who thinks this is an unreasonable, unclassic waste of time is derided as wanting a "handout". So we need a solution that removes barriers for entry into the raid scene but is still competitive. Removing variance either forces rotations or forces poopsocking, neither of which are desirable in my mind.
Still, no variance is better than the insanely long variance we have now.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | ||
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#7
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Some interesting thoughts, but I still feel like this doesn't address the bulbously top heavy server with lack of new content issues.
I had a thought that maybe keeping variance but switching it to a 5 day window from time of death, instead of a range around the normal respawn might be better. To furhter explain if a mob like CT was killed he would respawn anytime from immediately up until 5 days later. This would make it so that any mob could potentially spawn at any point, instead of having only a few in a window. Yes, this could lead to some poop socking when things are approaching the 5th day but I think it also means slightly more spawns.
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#8
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#9
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While these problems existed on live servers, they were inevitably delayed through the continued release of new content. The top guilds were not stuck farming Nag/Vox/CT/Inny for a year before Kunark came out. Only a very few select guilds could even get those guys on farm status before Kunark came out. Those same top guilds only had 5 months before epics dropped and 9 months before Velious released. There were no paint-by-numbers walkthroughs from day zero of each expansion release. People spent months figuring out Kunark quests, epic quests, and then Velious quests. The top guilds moved on because they had to in order to figure out the new fights and solve the new quests. This is what kept people busy. None of P99's content is going to be "new". People will know what to do and where to go from Day Zero.
Leveling on live was also much, much slower due to the much larger server populations. More people for the same amount of mobs meant fewer mobs per capita. (On my server the first three kobolds in the SolB hallway, the GIBS in LGuk, and the Upper Zone Out of Seb were all camps that supported a group of 6. Seb and KC usually had 80-100 people during peak hours. Here, KC is overcrowded with 36 people in zone.) Tons of people were not even level 60 when Velious hit further distributing the population among the different zones for leveling; and new people were continually streaming into this awesome new game "Everquest" so the lower level zones always had new people coming and going. P99 had level 60s in the second week of Kunark coming out and has caused an overcrowding issue in the end game. | ||
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Last edited by Ele; 06-20-2012 at 02:18 PM..
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#10
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I've nothing to say other than to the folks who joined post-poopsock era -
Without a variance, you will sit and wait for days to kill targets. Eventually, you'll find your guild distributing loot based on time played, not skill involved. You do not want this. I suggest you push for a rotation with TMO and leave the GMs alone. | ||
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Last edited by azeth; 06-20-2012 at 04:53 PM..
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