Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #11  
Old 07-11-2013, 06:21 PM
Alarti0001 Alarti0001 is offline
Planar Protector

Alarti0001's Avatar

Join Date: Oct 2009
Location: Seattle
Posts: 2,500
Default

Quote:
Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
isnt that the same thing?
not even close
__________________
Irony
Quote:
Originally Posted by Samoht View Post
It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
  #12  
Old 07-11-2013, 06:21 PM
pharmakos pharmakos is offline
Planar Protector

pharmakos's Avatar

Join Date: Jun 2012
Posts: 1,910
Default

Quote:
Originally Posted by Joroz [You must be logged in to view images. Log in or Register.]
Do away with "classic" windows and go completely random on all raid targets. If there is a guessable window, there is always going to be a guild trying to monopolize everything they can keep track of. This has been proven many times by the community.
idk, currently 7-day-respawn targets have a 4day+ window size. guilds are already spending over half the week tracking raid targets. if you made it 100% random then they would just have trackers at spawn points 24/7 instead of 24/4
__________________
Escapegoat / Pharmakos / Madriax
  #13  
Old 07-11-2013, 06:22 PM
Alarti0001 Alarti0001 is offline
Planar Protector

Alarti0001's Avatar

Join Date: Oct 2009
Location: Seattle
Posts: 2,500
Default

Quote:
Originally Posted by pasi [You must be logged in to view images. Log in or Register.]
In Kunark, yes. For most Velious targets, also yes.

In Velious, it will make locking down NToV much more difficult. However, I do think it's still very doable especially when we see 400-500 more players online for Velious.

With that said, I'd like to see variance removed.
NToV with variance will be a nightmare... having to clear through it to kill each dragon.. plus it kinda removes the theme of the zone... (Kill all dragons then kill Vulak) etc.
__________________
Irony
Quote:
Originally Posted by Samoht View Post
It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
  #14  
Old 07-11-2013, 06:23 PM
Kender Kender is offline
Fire Giant


Join Date: Aug 2010
Posts: 879
Default

part of the issue is on live, servers came down unexpectedly and reset all the raid timers. mobs also had different spawn times than normal on the resets before getting back into their regular variance

that meant the off peak guilds sometimes had first running at the bigger targets due to a server reset. it also made it alot harder to control all the targets.

if randomised simulated patch and server resets are off the table, then perhaps making the variance broader could be an option rather than just extending it's end chance.

for example. if in classic the spawn was a 5-7 day chance. this could be altered to 3-9 days making it much harder to predict.
A 3-5 day spawn could be 1-7 days etc.
A static spawn of over 3 days might spawn in any hour of the day it's due.

This means on average over time the same amount of spawns would be about the same but far more unpredictable.
  #15  
Old 07-11-2013, 06:31 PM
Kender Kender is offline
Fire Giant


Join Date: Aug 2010
Posts: 879
Default

Quote:
Originally Posted by Alarti0001 [You must be logged in to view images. Log in or Register.]
NToV with variance will be a nightmare... having to clear through it to kill each dragon.. plus it kinda removes the theme of the zone... (Kill all dragons then kill Vulak) etc.

not sure how it was done on other servers, but on the ones i played on the dragon Aaryonar was concidered as the gate keeper. If a guild killed him, they were given a full day priority to the rest of ntov. any dragons they didnt manage to kill after this time was fair game to the rest of the server. variance in it's current form would screw with that quite a bit

Similar to statue. The guild that killed statue was given 6 hours to kill idol and aow after which time they were fair game
  #16  
Old 07-11-2013, 06:39 PM
Kender Kender is offline
Fire Giant


Join Date: Aug 2010
Posts: 879
Default

just to clarify a bit on what i was refering to

variance it'self is not necessarily a bad thing. but from what i understand, the way it is currently implemented it's only being extended at the end of the window. the respawn time needs to be determined at time of death and not changed so there is also a chance of a short spawn. this would help to simulate the server resets and patch days which were quite commonplace at times

some zones like NToV might need to have a smaller variance to fit the feel of the zone
  #17  
Old 07-11-2013, 06:48 PM
xarzzardorn xarzzardorn is offline
Sarnak


Join Date: Jul 2012
Posts: 465
Default

problem with this is all targets were not created equal. do you really want to have to fte ffa mobs like pd, zland, lodizal (lol), tormax etc?
  #18  
Old 07-11-2013, 06:50 PM
Joroz Joroz is offline
Kobold


Join Date: Dec 2011
Posts: 186
Default

Quote:
Originally Posted by pharmakos [You must be logged in to view images. Log in or Register.]
idk, currently 7-day-respawn targets have a 4day+ window size. guilds are already spending over half the week tracking raid targets. if you made it 100% random then they would just have trackers at spawn points 24/7 instead of 24/4
24/7 tracking is brutal for something you have no clue when it will spawn. Random method would favor the pop in tracker or xp groups in the area discovering something is up potentially making raid mobs more accessible to guilds in the right spot at the right time. It would make it extremely hard for guilds to camp out at the next biggest target "due up" when they have no clue which it will be. The so called competition would shift from logging in hoping for FTE to a race on who could mobilize fastest and engage.
  #19  
Old 07-11-2013, 06:52 PM
pasi pasi is offline
Planar Protector

pasi's Avatar

Join Date: Apr 2011
Posts: 1,077
Default

Quote:
Originally Posted by Kender [You must be logged in to view images. Log in or Register.]
not sure how it was done on other servers, but on the ones i played on the dragon Aaryonar was concidered as the gate keeper. If a guild killed him, they were given a full day priority to the rest of ntov. any dragons they didnt manage to kill after this time was fair game to the rest of the server. variance in it's current form would screw with that quite a bit

Similar to statue. The guild that killed statue was given 6 hours to kill idol and aow after which time they were fair game
This is how my server handled it as well. However, the Asia-guild did not always honor this as their lust for Feshlak was too high.

Statue is an odd case since Vindicator is not tied to the cycle, but many would consider him "in the way."
  #20  
Old 07-11-2013, 06:56 PM
Alarti0001 Alarti0001 is offline
Planar Protector

Alarti0001's Avatar

Join Date: Oct 2009
Location: Seattle
Posts: 2,500
Default

Quote:
Originally Posted by pasi [You must be logged in to view images. Log in or Register.]
This is how my server handled it as well. However, the Asia-guild did not always honor this as their lust for Feshlak was too high.

Statue is an odd case since Vindicator is not tied to the cycle, but many would consider him "in the way."
Also... Idol will not be in Velious and AoW will depop quickly once statue drops.
__________________
Irony
Quote:
Originally Posted by Samoht View Post
It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
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 05:45 AM.


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 - 2024, Jelsoft Enterprises Ltd.