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  #331  
Old 01-03-2014, 05:40 PM
Rail Rail is offline
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Quote:
Originally Posted by Kagatob [You must be logged in to view images. Log in or Register.]
Sorry, I felt that a presence claim went unsaid. I forgot that this was P99 where anything unsaid is automatically exploited.

Meh, I think seeing all wizard/rogue guilds pop up would make things amusing for at least a solid month. /shrug.
I agree with you (except for the "presence" claim), the FTE rule only helps the elite guilds. Why was it imposed in the first place?

I'm still for a chaos theory. Allow training, sniping, anything goes to get the kill. Let the players fight it out themselves. Take out variance, and you allow a larger number of people to know when the mob will spawn. Which means more competition.

At level 60, you have nothing to lose. You cannot lose your equipment (which is a shame), exp doesn't matter, your new raid loot that gives you an additional 2ac and 3 wisdom is not going to help you kill the raid boss you just killed...

I know, I'm the idiot. Happy no-raid 2014 smart asses.
Last edited by Rail; 01-03-2014 at 05:43 PM..
  #332  
Old 01-03-2014, 05:45 PM
Kagatob Kagatob is offline
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Quote:
Originally Posted by Rail [You must be logged in to view images. Log in or Register.]
I'm still for a chaos theory. Allow training, sniping, anything goes to get the kill. Let the players fight it out themselves. Take out variance, and you allow a larger number of people to know when the mob will spawn. Which means more competition.
Also not classic. Play nice policy however, is.
  #333  
Old 01-03-2014, 05:46 PM
Rhambuk Rhambuk is offline
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Quote:
Originally Posted by Rail [You must be logged in to view images. Log in or Register.]
I agree with you (except for the "presence" claim), the FTE rule only helps the elite guilds. Why was it imposed in the first place?

I'm still for a chaos theory. Allow training, sniping, anything goes to get the kill. Let the players fight it out themselves. Take out variance, and you allow a larger number of people to know when the mob will spawn. Which means more competition.

At level 60, you have nothing to lose. You cannot lose your equipment (which is a shame), exp doesn't matter, your new raid loot that gives you an additional 2ac and 3 wisdom is not going to help you kill the raid boss you just killed...

I know, I'm the idiot. Happy no-raid 2014 smart asses.
It used to be like this when the server pop was like 300 and 3 guilds were fighting over mobs.

I can't even imagine what kind of shitshow it would be now with 600+ players sitting on a mob spawn point, 6-7 different guilds, and probably...50+ petitions after every mob goes down. It's been a long road to get where we are now I'm glad were taking a step back.
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  #334  
Old 01-03-2014, 05:55 PM
Rail Rail is offline
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Originally Posted by Rhambuk [You must be logged in to view images. Log in or Register.]
It used to be like this when the server pop was like 300 and 3 guilds were fighting over mobs.

I can't even imagine what kind of shitshow it would be now with 600+ players sitting on a mob spawn point, 6-7 different guilds, and probably...50+ petitions after every mob goes down. It's been a long road to get where we are now I'm glad were taking a step back.
It just doesn't make sense that all the rules implemented to make people play nice, only help the largest guild on the server. And if anything happens to make the guild upset over a spawn, THEY send 50 petitions to have their way.

WHAT ELSE DO THESE GUILDS HAVE TO DO WITH THEIR TIME?!?! Stare at their inventory to drool over the loot? Check their stats every 10 seconds to get a boner?
What good is all this loot if it doesn't get used? Its just sitting, camped out... waiting for more.

If 300 people were sitting at Trak spawn waiting, instead of camped out playing an alt. It would free up all the other camps that non-raiding guilds still enjoy.
  #335  
Old 01-03-2014, 06:03 PM
yevea yevea is offline
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Being a casual player who has been on the server less than a year, I want to start by first thanking the staff for providing such a wonderful honeypot thread, and the remainder of the spergs on this forums for the subsequent forum porn that has been spawned.

You 'elite raiders' are all pretty bad at this game sounding, and I (unironically) would like to thank you especially for breaking the server due to your severe stupidity. It's fun ruining the game for other people, isn't it? Now your own game is ruined, and from the sound of it.. I don't expect to see raiding return for a long time, and I'm okay with that. Maybe it'll inspire more people to roll alts and populate some dungeons again. Or, well maybe you'll just PL and pull an entire zone for your fifth or sixth alt.

I like seeing this attitude from the staff. Everyone crying about how unfair this is.. go play on one of Sony's servers. You are playing on someone's hobby and dedicated free time, and you are owed nothing.
  #336  
Old 01-03-2014, 06:04 PM
Rhambuk Rhambuk is offline
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try and do a quick history if I can remember anything right now.

at first classic raid rules, then the first to 15 in zone and must maintain presence. so it was like an hour before mod due 15 would be in zone, then 2 hours etc etc. Then variance to discourage people from sitting and waiting for hours on end, original variance was 24 hours +/- I think, it didn't stop people, so variance increased, then they removed the 15 player presence and it went down to 1 or 2 individual trackers waiting up to 48 hours. variance increase variance increase, then it went to FTE and that's about where I stopped playing.

I think its about that but with like a 96hour variance or something and you still have people waiting days on end for a mob.

the deterrents only forced people to play harder and harder into what we have now.
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Don't let the door hit you on the way out.

Oh yea .... Piss Off.

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  #337  
Old 01-03-2014, 06:13 PM
Rail Rail is offline
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Quote:
Originally Posted by Rhambuk [You must be logged in to view images. Log in or Register.]
try and do a quick history if I can remember anything right now.

at first classic raid rules, then the first to 15 in zone and must maintain presence. so it was like an hour before mod due 15 would be in zone, then 2 hours etc etc. Then variance to discourage people from sitting and waiting for hours on end, original variance was 24 hours +/- I think, it didn't stop people, so variance increased, then they removed the 15 player presence and it went down to 1 or 2 individual trackers waiting up to 48 hours. variance increase variance increase, then it went to FTE and that's about where I stopped playing.

I think its about that but with like a 96hour variance or something and you still have people waiting days on end for a mob.

the deterrents only forced people to play harder and harder into what we have now.
Thank you, exactly my point.

I know why the GM's are doing this.. because if you think this is bad, just wait until Velious! Haha, people saying Velious will fix things? Try Sleeper's Tomb keying.

Bottom line is, raids in EQ have always been short sighted. The end game was broken from the beginning. And the only crappy solution is instanced dragons for everyone, which is STUPID and ruins immersion.

Chaos may not be a solution, but it would at least make things more interesting instead of CampQuest/PetitionQuest/ForumQuest. It would at least give the players a CHANCE to disrupt these greedy idiots.
  #338  
Old 01-03-2014, 06:15 PM
Eloian Eloian is offline
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Variance was an attempt at a solution that turned out to only exasperate the problem. Variance was to discourage poopsocking but it only lead to more extreme poopsocking. So variance obv = bad for everyone. Simple nuff? I'm not saying removing variance will solve all our raid problems, but I'm guessing it would certainly help or some other form of control will need to be implemented. Variance = less mobs for everyone = more frustration = more shinanigans = more extreme measures. Or you could all just adopt a personal philosophy of "Just don't be a dick" en mass and get this shit done.

Eloian Bushlover (Be a bush, not a dick)
57 Ranger <BDA>
  #339  
Old 01-03-2014, 06:30 PM
Hitpoint Hitpoint is offline
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Variance is absolutely necessary, it DOES stop spawn camping. Once again, the only mob that gets socked is VS and even then it's not nearly as bad as it could be. Variance is just too long right now, especially with extended windows. I'm sure the GMs will tone it down. +- 8 hours with 30% chance of 4 hour extensions. Something like that. I didn't put much thought into these numbers, just an example. People need to be unsure of when a mob will spawn, and the spawn time needs to be long enough that people are unwilling to wait for it.
  #340  
Old 01-03-2014, 06:38 PM
Vyal Vyal is offline
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Quote:
Originally Posted by Rhambuk [You must be logged in to view images. Log in or Register.]
try and do a quick history if I can remember anything right now.

at first classic raid rules, then the first to 15 in zone and must maintain presence. so it was like an hour before mod due 15 would be in zone, then 2 hours etc etc. Then variance to discourage people from sitting and waiting for hours on end, original variance was 24 hours +/- I think, it didn't stop people, so variance increased, then they removed the 15 player presence and it went down to 1 or 2 individual trackers waiting up to 48 hours. variance increase variance increase, then it went to FTE and that's about where I stopped playing.

I think its about that but with like a 96hour variance or something and you still have people waiting days on end for a mob.

the deterrents only forced people to play harder and harder into what we have now.
I tried to explain this to people but seems to not be getting through...

The way it was before all the variance was fine & this trash should have never been added (this is why ALOT of players left to begin with & TMO even came to be)

It's almost like it was a total setup they say "Hey man we do this for free we gain nothing" <~~ I promise that is a lie and then some.
Between the accounts trades & donations & the amount of time the server has actually been up
Take for example this:
http://www.uogamers.com/
^^ a website with UO Emu servers by the creators of the EMU..
They bank a hundred thousand a month EASY.

back on track now..

The variance seems like it got all the real competition off the server here so one guild could dominate the raid scene - they even took it a step further and duped all their trash when they got banned for it they cried and got the whole raid scene into a tizzy(at least from my point of view)

Toss it into chaos so they can come back strong and take over and make greedy bank again ---- only doable because of the variance mind you. If there was no variance then TMO would not be the only ones there to get the mob(I think this is why there is variance)

But ya anyone who has played other EMU's that are as large as this one should no for a fact when they say they don't make dick doing it --- that it's a total freaking lie.

(these are some ramblings ATM of someone pretty high)
Last edited by Vyal; 01-03-2014 at 06:40 PM..
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