Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

View Poll Results: Is variance still needed?
Yes, it promotes "competition" 75 29.18%
No, its an unneccesary non-classic time sink 182 70.82%
Voters: 257. You may not vote on this poll

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 10-19-2012, 02:32 AM
happyhappy happyhappy is offline
Sarnak


Join Date: Jun 2011
Posts: 482
Default

Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]

Ideas we are talking about are giving enough of a warning, anywhere from 30 seconds to 5 minutes. We are also discussing the automatic teleport to the zone's safe coordinates or zone in location.


Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Personally, I do not think this should happen.

-Respawning of npcs - classic? check.
-Catching up on missing spawns due to lack of patches - classic? check.
-Teleporting people or moving them against their will - do not like.

I would rather disconnect everyone and have them able to rejoin than move them.
Bring server down, put everyone camped in dungeons at the safespot buffless, including people who camped ahead of time.

While I generally agree with Nilbog on everything classic related, the raiding scene here is very much non classic. Back in the days, nobody was paying for 3-4 accounts in order to have a 60 alt camped off at every raid spawn + a 52s at vox and naggy.

If the downtime is announced far enough ahead of time, like it was in classic, it should not hinder non-raiders any more than it did back then. If its really needed, log where people were before the move in case of a camp dispute.
  #2  
Old 10-19-2012, 07:44 AM
falkun falkun is offline
Planar Protector

falkun's Avatar

Join Date: Sep 2010
Location: Ruins of Old Sebilis
Posts: 2,464
Default

Quote:
Originally Posted by happyhappy [You must be logged in to view images. Log in or Register.]
Back in the days, nobody was paying for 3-4 accounts in order to have a 60 alt camped off at every raid spawn + a 52s at vox and naggy.
This is one of the top issues for P99's raid scene, but I don't know how to begin to address it. Characters don't DIE on this server, they just get new owners. On Live, when you quit, your character, all the work put in to him or her, was gone. The server needed fresh blood and new items because old characters and old items would be removed from the system when a person stopped paying $10/mo. The game world never benefited from it again. Here, if you quit, someone buys your character and that character can now be used to track, camp out at another raid spawn, etc. Its so damned easy to acquire new characters: Rare Trak loot and epic items go for twice the amount of most L60 stripped characters, PP-wise.
  #3  
Old 10-19-2012, 02:39 PM
mgellan mgellan is offline
Fire Giant

mgellan's Avatar

Join Date: Mar 2010
Location: Winnipeg Canada
Posts: 880
Default

I agree with Nilbog about teleports, I don't mind up to 10 mins (it goes fast!) and if ppl don't want to get stuck in dangerous places then get a freakin' hat, it's trivial for insta-port to WC.

THANK YOU Rogean and Nilbog for the upcoming changes!!!

Regards,
Mg
__________________

OMNI Officer (Retired from EQ)
Check out my P99 Hunting Guide!
  #4  
Old 10-19-2012, 02:49 PM
happyhappy happyhappy is offline
Sarnak


Join Date: Jun 2011
Posts: 482
Default

Quote:
Originally Posted by mgellan [You must be logged in to view images. Log in or Register.]
I agree with Nilbog about teleports, I don't mind up to 10 mins (it goes fast!) and if ppl don't want to get stuck in dangerous places then get a freakin' hat, it's trivial for insta-port to WC.

THANK YOU Rogean and Nilbog for the upcoming changes!!!

Regards,
Mg
The actual effect of porting groups to safe spot is to keep guilds from camping fully buffed raids on top of a spawn point and spam connect, ensuring the "safety" of farming groups on reset is more of a side effect.
  #5  
Old 10-15-2012, 08:45 AM
Xadion Xadion is offline
Fire Giant


Join Date: Jan 2010
Posts: 697
Default

Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
But I'd also like to bring up for discussion that I seem to remember when server's came back up in classic, it could usually take several hours for many raid mobs to spawn. Maybe I'm remembering this wrong.

Anyways, discuss.

After a while, I dont know exactly when- but I am sure our local patch historians can find out- but this was a change put in- it was where on server down/up there would not be insta repop of everything but a certian % of repop on server- and then a certian "window" for repop... I think it was 12hr max? I am sure someone can clarify this. It was put in later, dont know if it was vel or kunark... but it made it usualy so on server crash/patch you would come in and usualy 1/3-1/2 of raid mobs would be up (so you have to go check/track em) and then the rest would be repopping in a short little window to keep things intiresting.
__________________
-----------------------------------------
OG Moustache, respect...

Xadion Von'Darkborn - Shadow Knight
Cory Von'Darkborn - Ranger
Brezner Von'Darkborn - Bard
Watermelons Siliconmelons - Corpse/Shaman


  #6  
Old 10-15-2012, 08:59 AM
bylbob bylbob is offline
Aviak


Join Date: Sep 2011
Posts: 97
Default

Quote:
Originally Posted by Xadion [You must be logged in to view images. Log in or Register.]
After a while, I dont know exactly when- but I am sure our local patch historians can find out- but this was a change put in- it was where on server down/up there would not be insta repop of everything but a certian % of repop on server- and then a certian "window" for repop... I think it was 12hr max? I am sure someone can clarify this. It was put in later, dont know if it was vel or kunark... but it made it usualy so on server crash/patch you would come in and usualy 1/3-1/2 of raid mobs would be up (so you have to go check/track em) and then the rest would be repopping in a short little window to keep things intiresting.
I believe it was after luclin launch, insta repop on server/zone crash was changed because some abilities allowed players to crash them on purpose (paladins should remember act of valor AA working quite well for that).
  #7  
Old 10-15-2012, 12:18 PM
Lazortag Lazortag is offline
Planar Protector

Lazortag's Avatar

Join Date: Apr 2010
Posts: 3,635
Default

Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
We're now leaning towards a full server respawn, instead of just raid targets.

How this would be executed is now what we need to determine, as to not interrupt current groups in progress and create a situation where a room full of mobs would repop on top of them.

Ideas we are talking about are giving enough of a warning, anywhere from 30 seconds to 5 minutes. We are also discussing the automatic teleport to the zone's safe coordinates or zone in location.

In considering how this normally worked back in the day, anytime the server came down there was usually significant warning of about 10 minutes before it did.

But I'd also like to bring up for discussion that I seem to remember when server's came back up in classic, it could usually take several hours for many raid mobs to spawn. Maybe I'm remembering this wrong.

Anyways, discuss.
Raid mobs would respawn instantly until luclin I believe. DKP records of prominent guilds seem to support this fact (not that I have them on hand but they were posted in a thread a long time ago about Trak's spawn time).

I honestly don't think that repopping the entire zone is that disruptive to groups. It happened in classic and groups would usually move to a safe spot in the 10-15 minutes or so that they had before the patch.

The full reset means that timers will be reset too right? So if Noble dojorn dies on Tuesday and there's a repop on Wednesday (where he's killed again), he'll respawn next Wednesday instead of next Tuesday right?
__________________
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
  #8  
Old 10-15-2012, 03:09 PM
Arrisard Arrisard is offline
Sarnak


Join Date: Jun 2011
Posts: 303
Default

Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
Raid mobs would respawn instantly until luclin I believe. DKP records of prominent guilds seem to support this fact (not that I have them on hand but they were posted in a thread a long time ago about Trak's spawn time).
Some did and some didn't, and according to this list Trakanon specifically remained an instant spawn after patches.

Before anyone loses their shit over me not stating what should be obvious; I have no idea when that list becomes relevant in the timeline or how accurate it is, it's just a preliminary google search that obviously needs more looking into. Just seems Trakanon shouldn't be the measuring stick we should use.
Last edited by Arrisard; 10-15-2012 at 03:12 PM..
  #9  
Old 10-15-2012, 11:11 AM
Jacquouille Jacquouille is offline
Banned


Join Date: Jul 2012
Posts: 48
Default

I would play P99 again if this goes live.

Good measures Rogean !
  #10  
Old 10-15-2012, 11:13 AM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
This is a continuation from the other thread ( http://www.project1999.org/forums/sh...ad.php?t=86005 ).

Here is what nilbog and I are currently planning/designing/brainstorming:

We will be cutting the variance in half on the existing raid spawns.

We will be implementing an FTE notice of some sort, whether this is an emote or some type of message.

We will be implementing a simulated patch day respawn. Here is how it will work.

The server will pick one day of each week (Random 1 to 7, Sunday through Saturday). It will then pick a random time. I will not disclose the range of the possible times, but it will only include afternoon and evening hours, so as to give the best chance for the most people to benefit from it.

A serverwide message will go off indicating that the simulated patch day respawn has or will be taking effect shortly. All raid mobs will (either immediately, delayed, or spanned, tbd) respawn.

These respawns will NOT affect the normal respawn times of the mob. For example. If Talendor was killed on Monday, and on death the server determined he would spawn again on Sunday. A simulated patch day occurs on Thursday, his death on Thursday will not reset his scheduled respawn time on Sunday.
Exception: If the mob's spawn time is scheduled to occur within (To be determined, probably either 6 or 12 hours) of the simulated patch day respawn, it will calculate a new spawn time for the mob as it would had he been killed normally, when he dies from the simulated respawn.

Discuss, and know that this system is not final, now or even when it goes live. We will evaluate how it plays out.
This is really good work dude. No joke.

I'll even go as far to say this is needed for Velious. The amount of screaming over Sleeper keys early... Jeesh.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 01:24 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.