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Old 07-19-2021, 02:17 PM
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Sarnak

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Join Date: Feb 2013
Posts: 402
Default Solution to List Camp Problems

Rare drop list camps like Holgresh Elder Beads can take many hours sometimes days to get to the first position. There have been times when a SINGLE drop has taken 24 hours alone.

The AFK checks in the current system are horrible for these long camps, because of how long they can take. If an emergency comes up or you nod off at your computer, you potentially lose countless hours of work.

This causes people to either not sleep for hours on end or share accounts with others and work in shifts.

(Sharing accounts should not technically be allowed here, because it wasn't allowed in classic based on the Terms of Service.)

My proposal is that we have a system that uses /random and adds a bonus number to your result based on a factor such as the number of hours you have been there or the number of drops you failed to win. The person with the highest random wins the loot and their random bonus is reset. I believe a similar player run system was already successfully used for the Hierophant's Cloak camp.

The AFK checks can, and probably should remain, however if you failed the AFK check and were dropped from the list camp, your random number bonus will be saved for when you join the list again.

Fine tuning this random number bonus is important. It could effectively be the same as the original list camp if each hour spent added a bonus that effectively put newcomers out of range. At some point, even if you have really bad luck, you will eventually win.

Lets say for instance the random was 0-1000 and every hour it adds 100 to your roll. If you were at the camp for 5 hours and rolled a 744 and someone new comes along and joins the camp and rolls at 989, your roll would be 1244 and theirs would still be 989. You win the loot, and rightfully earned it because you put in more time at the camp than the other person. Now if your luck is horrible and you've been at the camp for 20 hours and other people on the list were there only for 8 hours, then you would effectively be first on the list and would win the next drop.

This would be a much healthier system that would be more accessible for people that put in their time at the camp. It effectively creates a persistent list order that lets people put in the work for the camp and also lets them sleep.

What's stopping a hoard of people just showing up for their chance at a drop? Time. If you put in the hours, you will eventually win. This, to me seems fair, and I feel that's what people want, to be rewarded for their time instead of being screwed over by real life.

Why would someone fresh bother coming to the camp with 0 hours invested while there's people there with 10+ hours invested? This is no different than joining the current list camp when there are a dozen people on it. Why bother, in the current list system, if the list is up to 20 people, and you know it's going to take 40+ hours which you know you can't manage? This new system at least gives you a way to win and rewards you for your effort.

Is there any hopes of this system possibly being implemented before the list camps are gone? Or if there is a new version of the green server added down the road could it be implemented there?
 


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