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View Poll Results: Should they make the server fun?
Yes (im not in Empire) 32 46.38%
No (im not in Empire) 13 18.84%
Yes (im a member of Empire and would love competition) 7 10.14%
No (im a member of Empire and i want to continue raiding with 60% of the population) 17 24.64%
Voters: 69. You may not vote on this poll

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  #31  
Old 08-07-2015, 03:51 PM
Sosa_Chamberlain Sosa_Chamberlain is offline
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um ok

still thriving thx 4 input
  #32  
Old 08-07-2015, 04:36 PM
Cherry23 Cherry23 is offline
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How many members does it take to kill the hardest raid encounter ?

Couldn't there be a guild member cap so there could be 3 guilds at high end ?

I'd assume with three high end guilds there could be more of a selection as to whome can and can not join a particular guild and people would actually have to watch their attitudes carefully because right now people talk out of their asses in OOC chat and it's pretty aids for the server..

Having a guild member cap would fix almost every issue on the server that I can think of.... I can't think of any issue that can not be solved by this
  #33  
Old 08-07-2015, 04:37 PM
Alarti0001 Alarti0001 is offline
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Quote:
Originally Posted by Cherry23 [You must be logged in to view images. Log in or Register.]
How many members does it take to kill the hardest raid encounter ?

Couldn't there be a guild member cap so there could be 3 guilds at high end ?

I'd assume with three high end guilds there could be more of a selection as to whome can and can not join a particular guild and people would actually have to watch their attitudes carefully because right now people talk out of their asses in OOC chat and it's pretty aids for the server..

Having a guild member cap would fix almost every issue on the server that I can think of.... I can't think of any issue that can not be solved by this
People would just raid unguilded.
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It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
  #34  
Old 08-07-2015, 04:42 PM
HippoNipple HippoNipple is offline
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There are a lot of problems with that little band aid. First off, if you need 60 people you are going to need a guild that can field 90+ because attendance isn't going to be perfect. The attendance might fluctuate +/-30 people and you don't want to force a guild to cap and then be stuck with 30 online.

2nd, what Alarti says, guild 1/2/3 could be in an alliance and act as 1 guild.

Who knows, 2-3 months from now if the population is sitting around 200 maybe Empire will have trouble getting the numbers they need.
  #35  
Old 08-07-2015, 10:19 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by derpcake [You must be logged in to view images. Log in or Register.]
best way to fix it? more then 1 attractive guild

i'm sure your bullshit ideas restricting players freedom will work great as an alternative however

wtf should a guild with 60 members do? cut 6 random ones loose? If you have 53 but your best cleric quit, you kick a ranger so you can pick up the only 2 available druids?
Just think about how things work in sports. There are a set number of people on the field/court for both teams. That's how you measure "skill", by putting an equal number of people up against each other. It's very difficult in the current environment for there to be "more than 1 attractive guild" because it's too easy to overwhelm with numbers.

I'm not sure why, 16+ years into Everquest, people don't want to challenge themselves. Are people that scared of losing PvP? And as for PvE, 54 people is already more than enough for many raids in the game. I wish many raid mobs themselves would actually have a lower cap than 54 and banish the extras.

If a guild has 60 members logged on, then 6 of them should go do some other camp together while the raid is taking place and be ready to go join the raid if people log out for the night. That's just how it goes, some people have to be on the bench, and there are plenty of other things to go do in Velious-era EQ anyway.

Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
There are a lot of problems with that little band aid. First off, if you need 60 people you are going to need a guild that can field 90+ because attendance isn't going to be perfect. The attendance might fluctuate +/-30 people and you don't want to force a guild to cap and then be stuck with 30 online.

2nd, what Alarti says, guild 1/2/3 could be in an alliance and act as 1 guild.
Guilds wouldn't necessary "need" 54 and in fact I'm sure some guilds would love to prove that they can win with like 45 players against another guild having 54. The problem right now is 45 doesn't have a chance against a huge zerg force.

There would be no such thing as an alliance except to raid Avatar of War, since higher numbers are necessary in that one instance (and there's something appropriately epic and Everquest-y about needing to team up in order to take down the hardest target in the game). Every guild for themself otherwise.

As for 90 people being logged on, then the guild should split itself into 2 raids of 54 + 36 people (or 48 / 42).

I realize that perhaps it's too difficult right now for full GM support (although I don't image the 54 guildies per zone limit or anti-guild-hopping measures would be hard to code), but come up with a better suggestion then! Personally I like being in a large guild because I like having a lot of people always logged on to help out and go on random adventures with, and I want to be able to raid any zone in the game, but unnecessarily sitting around in one spot with 90 people is extremely boring and objectively is only bad for the game.
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  #36  
Old 08-09-2015, 02:31 AM
Videri Videri is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Just think about how things work in sports. There are a set number of people on the field/court for both teams. That's how you measure "skill", by putting an equal number of people up against each other. It's very difficult in the current environment for there to be "more than 1 attractive guild" because it's too easy to overwhelm with numbers.

I'm not sure why, 16+ years into Everquest, people don't want to challenge themselves. Are people that scared of losing PvP?
Well put!!!
  #37  
Old 08-09-2015, 03:09 AM
GreenRanger GreenRanger is offline
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server needs a reboot, you sodomites ruined it with the first season of rmt
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  #38  
Old 08-09-2015, 04:30 AM
DeadlyReza DeadlyReza is offline
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You should just all come to blue
  #39  
Old 08-09-2015, 04:44 AM
DRAGONBAIT DRAGONBAIT is offline
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Quote:
Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
The majority of the players arent on this server for PvP. Server is what people want it to be and right now it's a raiding progression server with fast xp.
word. legit. but sucks big time
  #40  
Old 08-09-2015, 04:52 AM
DRAGONBAIT DRAGONBAIT is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Just think about how things work in sports. There are a set number of people on the field/court for both teams. That's how you measure "skill", by putting an equal number of people up against each other. It's very difficult in the current environment for there to be "more than 1 attractive guild" because it's too easy to overwhelm with numbers.

I'm not sure why, 16+ years into Everquest, people don't want to challenge themselves. Are people that scared of losing PvP? And as for PvE, 54 people is already more than enough for many raids in the game. I wish many raid mobs themselves would actually have a lower cap than 54 and banish the extras.

If a guild has 60 members logged on, then 6 of them should go do some other camp together while the raid is taking place and be ready to go join the raid if people log out for the night. That's just how it goes, some people have to be on the bench, and there are plenty of other things to go do in Velious-era EQ anyway.



Guilds wouldn't necessary "need" 54 and in fact I'm sure some guilds would love to prove that they can win with like 45 players against another guild having 54. The problem right now is 45 doesn't have a chance against a huge zerg force.

There would be no such thing as an alliance except to raid Avatar of War, since higher numbers are necessary in that one instance (and there's something appropriately epic and Everquest-y about needing to team up in order to take down the hardest target in the game). Every guild for themself otherwise.

As for 90 people being logged on, then the guild should split itself into 2 raids of 54 + 36 people (or 48 / 42).

I realize that perhaps it's too difficult right now for full GM support (although I don't image the 54 guildies per zone limit or anti-guild-hopping measures would be hard to code), but come up with a better suggestion then! Personally I like being in a large guild because I like having a lot of people always logged on to help out and go on random adventures with, and I want to be able to raid any zone in the game, but unnecessarily sitting around in one spot with 90 people is extremely boring and objectively is only bad for the game.

the thing is that the officers and leaders on this server only know how to zerg a raid target using 2978934789234 warmbodys who press autoattack. they just know how to gather the guild and rush the target ( cos another guild could be coming, lol ) so they measure theyre skill in the time they can down the target using auttoatack, you only need numbers for that not talent. theres a video of them killing some dragon in 17 secs and thats what they call skill

then they come to this forums to /flex and tell us how they win the box. PRICELESS

PD: i was re-reading my post and realized that what i wrote sounds blue as fuck, is what u do on blue, rush faster than the enemy guild right? on red we fight! oh wait...no.
Last edited by DRAGONBAIT; 08-09-2015 at 04:55 AM..
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