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  #161  
Old 02-02-2017, 07:27 PM
bigjerry bigjerry is offline
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Originally Posted by Metalopolis [You must be logged in to view images. Log in or Register.]
I mean if people are gonna sit on the line for the duration of a 16 hour variance window anyways, they might as well just decrease the variance; a 4 hour window would surely be more casual friendly.
already covered this long ago. increase variance until the camping stops or neckbeards start dying of exhaustion. 30 day variance. 180 day variance. restrict pixel flow until the bacterial colonies die of dehydration.
  #162  
Old 02-02-2017, 07:29 PM
mattydef mattydef is offline
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Originally Posted by bigjerry [You must be logged in to view images. Log in or Register.]
already covered this long ago. increase variance until the camping stops or neckbeards start dying of exhaustion. 30 day variance. 180 day variance. restrict pixel flow until the bacterial colonies die of dehydration.
Pretty extreme solution, but I can get behind this.
  #163  
Old 02-02-2017, 07:46 PM
Sadiki Sadiki is offline
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Originally Posted by Maner [You must be logged in to view images. Log in or Register.]
this guy never played live in era
Confirmed only played Velious content after PoP was released.
  #164  
Old 02-03-2017, 01:21 AM
Troxx Troxx is offline
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Quote:
Originally Posted by bigjerry [You must be logged in to view images. Log in or Register.]
already covered this long ago. increase variance until the camping stops or neckbeards start dying of exhaustion. 30 day variance. 180 day variance. restrict pixel flow until the bacterial colonies die of dehydration.
I would happily get behind this.

There's so much that is not classic about this server when it comes to raiding that I would honestly and fully support the concept of letting a guild get a single instance of a single zone every 2 months or so that lasts a week so that those with lives can actually experience content.

The only bad aspect about p99 is the raid scene, but I understand that's a symptom of a drawn out timeline and a finite end. Given enough time there was bound to be everyone at the top and not enough content to go around.
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  #165  
Old 02-03-2017, 01:54 AM
Pokesan Pokesan is offline
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Originally Posted by bigjerry [You must be logged in to view images. Log in or Register.]
already covered this long ago. increase variance until the camping stops or neckbeards start dying of exhaustion. 30 day variance. 180 day variance. restrict pixel flow until the bacterial colonies die of dehydration.
harsh but fair. the promise to stop socking was a lie players told to the staff.

don't we love our staff members folks?
  #166  
Old 02-03-2017, 03:14 AM
JurisDictum JurisDictum is offline
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I fundamentally disagree EQ was ever supposed to be about competition. At least, not on a PvE server.

I never gave one shit who the "best runner" on p99 was -- and almost no one else does either. There are literally like 20 guys that give it a second thought in the entire world. Frankly, a mental health professional would have a field day with them.

No substantial amount of people actually care about the competition on p99. It's too bad people can't just enjoy their childhood game without a group of no-lifers ruining it for them.
  #167  
Old 02-03-2017, 03:39 AM
Mistle Mistle is offline
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Quote:
Originally Posted by JurisDictum [You must be logged in to view images. Log in or Register.]
I fundamentally disagree EQ was ever supposed to be about competition. At least, not on a PvE server.
It definitely did not. Fact is the EQ devs didn't know wtf it was going to look like when EQ released. They only started to get any idea at all late in beta. The idea of sitting and camping mobs? Never occurred to them. They thought groups of people would get together and dive dungeons, moving as they went.

Obviously by the time Kunark released they had a better idea but Kunark's design was already well along by then. They did NOT embrace competition, they decided to try to lock the hardcore content behind a key that gated how many people could get into it.

It did not work.

Some servers enforced a rotation, some did not. Velious was the next try. Surely they could just put in enough content to keep everyone happy?

It did not work.

Luclin tried to do more. Yet more content, ring events, locking behind keys dropped by a cockblock mob, AND the monsters tuned so that the hardcore would be spending hours clearing and even fighting the boss mobs themselves rather than sniping at each other (VT under classic balance was quite the ordeal, as you guys might recall).

It did not work.

PoP was going to be the final try at it with a massive set of keyed boss raids but as it happened the dev team broke up (for the second time) during this period and the new people had a different idea. Fuck trying to manage the complaints coming from this retarded and unintended idea of "competition" - from this point on, they would just instance everything. No more competition.

This worked.

tl,dr: EQ was never intended to be about direct competition and those who think it was are the ones with a seriously deluded concept of the game, looked down on with bafflement by people who play games actually designed for competition from the start.

Seriously, though, it is embarrassing that we are even discussing this on the anniversary of the Bowling Green Massacre. Have you people no shame?
  #168  
Old 02-03-2017, 06:05 AM
Phantasm Phantasm is offline
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You will always hit a dead end in rationalizing with people if you flat out say competition was never intended or isn't healthy for the server and its population. Fact is, many people enjoy the thrill of racing against runners or guilds to prep and engage targets. Straight up, that shit is a blast.

Now where I think you might have ground to communicate is the premise of variance. Variance is obviously one of the most talked about issues with the raid scene, but its proposed goal (stop poopsocking) obviously has had little effect (not to mention its nonclassicness!)

Reduced variance enables many people to make time to actually get on the line.

Three step solution to the raid scene:
Reduce variance to 2-4 hours
Biweekly repops with a +/- 3 day variance on Wednesdays.
Have any rules written enforced and leave anything unsaid permissible. If you don't write down rules, you can never expect people to follow them. Someone comes up with a strat that ultimately is deemed as wrong, write it down as a rule. if someone breaks it after that, suspend/ban them. No gray area bullshit, make a plain as day representation of the rules that you will enforce and leave everything else fair game.
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  #169  
Old 02-03-2017, 07:33 AM
Metalopolis Metalopolis is offline
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Brad McQuaid himself said during one of their Pantheon streams that EQ was never meant to be competitive.....And neither will Pantheon be. They're designed as games with the intended purpose COOPERATION not competition.

This was in relation to numerous questions they received about Pantheon's fully-open-world nature and how they plan to prevent specific examples of the problems related to the P99 raid scene.
  #170  
Old 02-03-2017, 08:16 AM
maskedmelonpai maskedmelonpai is offline
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it all a matter of cattle vs wolves. Some like to hunt, to stalk, to chase. They're quick and powerful. Some prefer to just sit around and graze. They're slow and fat or small and quick, but prone to panic. im a cattle who like to run wit the wolves. sometimes I get chewed on, but I gum them up good and I just keep at it until I tire of it and return to grazing. all cattle are free to run with the wolves. They don't chew so much on the ones in their pack cause they know they're useful.

If you a confused cattle you can continue lamenting the torment of the graze, or you can let some wolves lead you to another spot. there might be some adventure along the way, but you can always return to you grass if you get bored with it. cattle can't kill dragons without wolves though. they too slow and not mean enough.
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