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  #51  
Old 12-30-2013, 07:19 PM
Byrjun Byrjun is offline
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Originally Posted by DrKvothe [You must be logged in to view images. Log in or Register.]
Sirken, how much game tweaking are the admin willing to do? What if the guild leaders think that the optimal solution will only be satisfactory with 25% or 50% more raid mobs to go around? Just curious, because altering variance and repop rates are pretty common suggestions throughout the threads here, and it's not clear whether you guys would actually do this. Guild leaders need to know what tools are at their disposal especially if that includes modifying the actual game.
Yup. Devs haven't responded about the prospect of removed variance and simulated repops, yet expect players to come up with a solution amidst threats of bans/suspensions.
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  #52  
Old 12-30-2013, 07:20 PM
Tasslehofp99 Tasslehofp99 is offline
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Be patient peeps!

As has been mentioned the best agreement is probably the one that no one likes. If a guild "likes" a proposal it probably means that it suits them more so than others. Even if it comes to no raid mobs dying for a week; taking our time to insure the health of p99's future raiding scene should be the priority.
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  #53  
Old 12-30-2013, 07:20 PM
Sirken Sirken is offline
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Originally Posted by Byrjun [You must be logged in to view images. Log in or Register.]
Well, my question directed at the devs has been ignored, so not sure how the players are expected to "play nice" when devs also aren't willing to cooperate. Not trying to be disrespectful, but it is a concern.

Also how is Ragefire a "raid mob" when it can be duoed?
this involves the players and the CSR staff. it will not involve the Devs at this point. variance is fine, ive explained it many times, plz remove head from sand

Ragefire is included because the CSR staff did a quick vote with who was around and they decided to include it.

GG
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Accusing me of simultaneous favoritism for two opposing guilds involves a special kind of stupid
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going after sirken is like going to a cheerleader convention and punching the only one that bothered to talk to you
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I've met Sirken IRL.. he ain't jelly of shit

  #54  
Old 12-30-2013, 07:20 PM
DrKvothe DrKvothe is offline
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Originally Posted by Sarius [You must be logged in to view images. Log in or Register.]
Why not pretend like they won't change any mechanics and just come up with an agreement based on what we have?
Established raiding guilds are more likely to slice the pie into more pieces if the pieces are bigger.
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  #55  
Old 12-30-2013, 07:23 PM
Alarti0001 Alarti0001 is offline
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Quote:
Originally Posted by Sarius [You must be logged in to view images. Log in or Register.]
Yes, lets increase all the dragon loot on the server by inflating mob totals!
INSTANCES !
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  #56  
Old 12-30-2013, 07:23 PM
DrKvothe DrKvothe is offline
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Originally Posted by Sarius [You must be logged in to view images. Log in or Register.]
Yes, lets increase all the dragon loot on the server by inflating mob totals!
Sorry to spam, but I think this is a bit of a moot point with velious on the horizon. Also, not all spawn rates would necessarily be adjusted to the same degree (or at all).
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  #57  
Old 12-30-2013, 07:24 PM
Sirken Sirken is offline
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Quote:
Originally Posted by DrKvothe [You must be logged in to view images. Log in or Register.]
Sirken, how much game tweaking are the admin willing to do? What if the guild leaders think that the optimal solution will only be satisfactory with 25% or 50% more raid mobs to go around? Just curious, because altering variance and repop rates are pretty common suggestions throughout the threads here, and it's not clear whether you guys would actually do this. Guild leaders need to know these things during their discussions.
assume zero changes on game tweaking for now.
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Quote:
Originally Posted by Uthgaard View Post
Accusing me of simultaneous favoritism for two opposing guilds involves a special kind of stupid
Quote:
Originally Posted by karsten View Post
going after sirken is like going to a cheerleader convention and punching the only one that bothered to talk to you
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I've met Sirken IRL.. he ain't jelly of shit

  #58  
Old 12-30-2013, 07:24 PM
DrKvothe DrKvothe is offline
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Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]
assume zero changes on game tweaking for now.
Excellent to know, tyvm.
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  #59  
Old 12-30-2013, 07:25 PM
Byrjun Byrjun is offline
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Quote:
Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]
variance is fine, ive explained it many times
But... this is about players establishing a positive raid community for themselves. If the consensus is that this is the best for the server, then that would mean variance is the opposite of fine. I know Nilbog was interested in this as well as simulated repops a while ago and we're curious what ever came of that.

Variance promotes tracking several zones 24/7, having alts camped out all over the world with full raid buffs, etc. Pretty much exactly the kind of tactics that TMO employed that started all the frustration amongst guilds that wanted a chance at content. Variance isn't completely to blame but there's no way you can deny that it wasn't at least a catalyst for the raid scene becoming what it has. It was a really bad bandaid fix to the poopsock wars of DA vs. IB and I'd hope that we could come up with a better solution this much into the server's timeline.

Quote:
plz remove head from sand
Not sure what this means.
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  #60  
Old 12-30-2013, 07:26 PM
Retti_ Retti_ is offline
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Can't wait to get some dragins
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