Project 1999

Project 1999 (/forums/index.php)
-   Blue Server Chat (/forums/forumdisplay.php?f=17)
-   -   Raiding in P1999 is nothing like raiding in classic. (/forums/showthread.php?t=121383)

Zeds 09-09-2013 03:32 PM

Quote:

Originally Posted by Autotune (Post 1107900)
My stance? It most definitely should be changed. Not because it's what I would want, but that's how it should be. However, the pathing does need to be fixed prior.

I can't say that it would be beneficial or detrimental, as the raiding scene here can be quite toxic when the rules are allowed to be abused. Poopsocking in VP isn't a problem due to training, take that away and now you have guilds sitting in VP on top of raid targets, which is as much of a problem as training (raiding health wise).

Training is a fix to more problems than it creates and that is the reason it's still allowed, once it's removed (with pathing fixed or not), more problems will arise and those problems will all have to be settled with GM intervention.

I would imagine Sirken's stance is very similar to mine. It's something that should be done away with, but at the moment it is needed.

Understandable, so lets dig a little deeper. The issue here isn't whether or not it should be changed, but rather, there needs to be more man power to accommodate the petitions/enforce the rules if it does get changed. This project is literally busting at the seams with players, and this change is a step in the right direction in getting even more long term players. In order for the change to happen though, more people need to step up and volunteer/apply as GMs to handle the higher work load.

On that note I think the current staff have done an awesome job with such a small crew on getting the project to this point, now the question for them is do they expand the staff further to make these types of changes reality and continue to see player growth or are they content with the current numbers?

Autotune 09-09-2013 03:42 PM

Quote:

Originally Posted by Zeds (Post 1107918)
Understandable, so lets dig a little deeper. The issue here isn't whether or not it should be changed, but rather, there needs to be more man power to accommodate the petitions/enforce the rules if it does get changed. This project is literally busting at the seams with players, and this change is a step in the right direction in getting even more long term players. In order for the change to happen though, more people need to step up and volunteer/apply as GMs to handle the higher work load.

On that note I think the current staff have done an awesome job with such a small crew on getting the project to this point, now the question for them is do they expand the staff further to make these types of changes reality and continue to see player growth or are they content with the current numbers?

Only thing with this, is that top end raiders don't want just anyone handling these petitions and neither does Sirken (I'd imagine anyhow). The top end raiders bitch the loudest and having bad calls and the endless RnF threads bitching about how GMs handled a call ends up being very bad press. It's as bad or worse than how things are now with training.

More CSR isn't a bad thing, just have to remember that they all need to be vetted by Sirken and Rogean and those people have to earn their trust and position over a long period of time (generally speaking).

Arteker 09-09-2013 04:25 PM

Quote:

Originally Posted by Bantam 1 (Post 1107910)
I think you and I are on the same page on this one. I think the solution will most likely be TMO/IB/FE leaving stuff up come Velious or purposely talking to less hardcore guilds to give them shots at things which would encourage more new people to join the serve and raid. (IE better/more potential recruits).

Anyways hope this discussion goes somewhere.

blablabla dude always the same song however the server population keeps stable and at some points growth up.

in general i have found most people dont want to put the time and what is needed to experience high end raidin.
like having proper sets of resists, key quests and many other stuff.

Tasslehofp99 09-09-2013 04:58 PM

Quote:

Originally Posted by Arteker (Post 1107985)
blablabla dude always the same song however the server population keeps stable and at some points growth up.

in general i have found most people dont want to put the time and what is needed to experience high end raidin.
like having proper sets of resists, key quests and many other stuff.

Not true, the server population IS up right now. There were times though during the first year of kunark when the population was absolutely dreadful. I would say there was a 3-6 month period where the server pop going over 500 people was good.


Either way, the raiding scene is stagnant and there are some simple fixes that would help it out as well as provide a more classic representation of Everquest. Why should we not discuss these issues? Even Nilbog himself said he would consider removing training from VP (as it is not classic) so obviously people want to discuss how we can get this done as well as other potential fixes to the raiding scene.

Morgander 09-09-2013 06:01 PM

Quote:

Originally Posted by Bantam 1 (Post 1107883)
I don't agree with you a lot, but I think that a lot of people complain and moan.... but don't offer any real solutions.

I think the reason TMO wants to keep things status quo is because of how volitile raiding guilds are... ie soon as 1 starts to lose ground it collapses... also as I've read they had to fight pretty damn hard to get to be number 1.

If we force a server rotation... why join TMO? FE? IB?

Maybe something like a server rotation with a time limit.

ie if something is spawned more than X hours it becomes FFA.

Any solution would require some give and take... in this case - top end guilds would have to stop bat phoning to kill things asap and more casual guilds would have to mobilize quickly.

I think the top end guilds would benefit in terms of becoming more relaxed and encouraging more raiders to join the server.


As for me personally - I'd want to actually have a shot at raid mobs, but I got real life responsibilities also.... so this concept of "casuals not trying hard enough" is getting silly... it's a private server for a 14 yr old game... lets grow up a bit.

Now granted, I did not create this thread with the intention of forced rotations, but there is something to be said about this post.

There are a lot of good ideas out there that could be utilized to make raiding more fun.

I am sure that most guilds wouldn't be able to kill just any raid target they wanted to. In old EQ, that was actually what typically devided one raid guild from another. Most "raid" guilds in classic (pre-Kunark I'm talking here) couldn't kill more than the sub bosses of a given planer zone.

Some possible ways to make raiding more entertaining and "fair"?

No more poop socking. Restrict players from camping out at a raid mob.

Have completely random raid mob respawns. Create scripting that lets the system ensure the mobs aren't overspawning, but ensure it isn't predictable for a given window range.

Or yes, even a rotation could work with rules.

A rotation where you must prove you can defeat a given raid target within 2 hours once it spawns. This could be coupled with a no poop-socking rule. Trak spawns, you have two hours to move your entire raid force there, buff, and kill him.

A single wipe pushes the next guild on the rotation to the top of the list.

I understand how vehemently against these kinds of ideas are for some of the raiders out there, but it would in fact greatly reduce the need for GM intervention.

You know when it's your turn or not, and you're still under a constraint. You can't sock, so can you get your force to the target and take it down in one kill in 2 hours?

Is that too long? Then make it an hour. Is that too long? Make it 30 minutes.

It then becomes what it should be, a fight against yourself. You remove the troubles associated with fighting other guilds, accusations of other guilds, and attempted hindrances from other guilds (IE: guilds breaking rules and GM interventions).

If you fail to take down the mob? Maybe you're forced to skip the next rotation as a continued penalty. This ensures that the guilds who are still the most focused will still get the most kills.

I've seen every raid-able guild on this server wipe on raid mobs, even recently. Yes, even TMO. Now plop down not being able to sock along with forcing a timer and things just might get even more interesting.

So then who keeps track of this? The system could. A system could track the spawn time of a raid mob, who's up on the list, who got the kill, if someone outside the guild did anything to said raid mob, etc. This could all be automated (I'm assuming we have professional quality coders on this server, that of which, no offense to the administration, but I do not know).

Now mind you these are ideas, but frankly I think I would feel like I accomplished more this way than by mindlessly logging 50 people off at Trak and being the first guild to mass log everybody in to zerg rush it before the other guild does.

I've seen more death and time taken just getting to Trak for example, or for ports to a given zone to hit up a contested mob than I have probably during the fight itself. That's actually part of the difficulty of Everquest: being forced to travel, and sometimes quickly.

Logging out at the feet of a given spawn is, well, it's dumb. We have rules saying you can't just bind at the efreeti lord so you can gate there and claim the mob (someone else could move in while you're gone and legally claim the spot), and yet we have the very same tactics utilized on raid targets that we full well understand are ridiculous when used on smaller target lesser named.

For me on a personal level, one of my biggest gripes is the poop socking. In EQ, I raided a lot. I was in fact also a member of Fires of Heaven for a short while (those guys are nuts and I decided their raid requirements in terms of time commitment were just too much for me in the long-run), and through all of my raid experiences on live up through Velious, no guild I'd ever raided with ever "poop socked".

A mob spawned, and we moved our force there to kill it. Hell, that was probably harder than actually fighting the mob. Getting 30+ individuals to a given spot with good time, getting buffed, getting ready to engage--is a pain in the ass sometimes.

Already being there, ready, buffed, with just the right classes... Well it kinda trivializes the raiding in EQ. I'm sorry but I must completely disagree with the "hardcore" raiders here when they speak of the current system putting them and theirs as "the best", because poop-socking is too dumb to accept.

Just some thought dropping.

Morgander 09-09-2013 06:08 PM

Here's another idea: Can you beat your best record?

What if we took the above idea, but your guild happens to kill Trak in 12 minutes (say this is the server-best)? Maybe they get double loot once per month from the GM's as a bonus.

The incentive is, shit, you get 2x the Trak loot on one kill that month. It's incentive to not FIGHT with anybody other than yourselves.

Which is where true competition lies. Olympians aren't better than everyone else because they look to everyone else then train. They're better because they look to themselves then train.

You find your time, then you beat it. You find out your weaknesses, then you make them strengths. You fight against the clock, your own clock.

That's what makes a champion. Fighting the competition for the sake of thinking you're the best is meaningless. You're the best when you're the best with yourself.

Becoming a better person is a daily struggle, and worth every second in every way.

Morgander 09-09-2013 06:33 PM

Quote:

Originally Posted by Autotune (Post 1107908)
Why only have TMO stay as TMO, they have enough characters and alts to make several guilds and fill up rotation slots.

FE could probably do two guilds.

BDA, probably 3.

Rotations without some form of elitism will not ever work here. Staff will not enforce a server rotation and there are enough players who don't want it that they can easily stop one from ever taking off.

I'm not defending the idea, nor am I against it, but I have to point this out:

Say this came to fruition. You have a forced rotation. You have TMO splitting up into 4 guilds, FE into 2, BDA into 3...

Ok, so now TMO is getting 4 parts of a pie of 9 pieces. FE getting 2 of 9, and BDA 3 of 9.

All hypothetically of course, much assuming naturally.

But what's the big problem with that?

You have no superficial FTE rules being enforced. No GM intervention wondering who got the kill. No poop-socking required. Players can just log in and play the game for as long as they want on whichever characters they want, and just go to any given raid target when its their turn when it spawns.

Tell me the negatives, besides potentially getting less loot for a single guild.

Hell, some guilds might get MORE loot. TMO might even get more loot on a forced rotation system. I also added some ideas to the possibility of a rotation with some interesting rulesets. Even additional timer based rewards for guilds who are especially efficient. Please read that post.

Honestly, I see only positives with this. The only downside I really see (not saying there aren't some I do not see off of the top of my head right now) is that those who want to feel superior to everyone else because they "WON", can't feel that way anymore.

Boo hoo?

Arteker 09-09-2013 06:45 PM

Quote:

Originally Posted by Tasslehofp99 (Post 1108027)
Not true, the server population IS up right now. There were times though during the first year of kunark when the population was absolutely dreadful. I would say there was a 3-6 month period where the server pop going over 500 people was good.


Either way, the raiding scene is stagnant and there are some simple fixes that would help it out as well as provide a more classic representation of Everquest. Why should we not discuss these issues? Even Nilbog himself said he would consider removing training from VP (as it is not classic) so obviously people want to discuss how we can get this done as well as other potential fixes to the raiding scene.

yes after massive ban fest there was a donwside of population , now u gonna blame tmo or the like 70 players from vd who got caugth?.

Autotune 09-09-2013 07:11 PM

Quote:

Originally Posted by Morgander (Post 1108122)
I'm not defending the idea, nor am I against it, but I have to point this out:

Say this came to fruition. You have a forced rotation. You have TMO splitting up into 4 guilds, FE into 2, BDA into 3...

Ok, so now TMO is getting 4 parts of a pie of 9 pieces. FE getting 2 of 9, and BDA 3 of 9.

All hypothetically of course, much assuming naturally.

But what's the big problem with that?

You have no superficial FTE rules being enforced. No GM intervention wondering who got the kill. No poop-socking required. Players can just log in and play the game for as long as they want on whichever characters they want, and just go to any given raid target when its their turn when it spawns.

Tell me the negatives, besides potentially getting less loot for a single guild.

Hell, some guilds might get MORE loot. TMO might even get more loot on a forced rotation system. I also added some ideas to the possibility of a rotation with some interesting rulesets. Even additional timer based rewards for guilds who are especially efficient. Please read that post.

Honestly, I see only positives with this. The only downside I really see (not saying there aren't some I do not see off of the top of my head right now) is that those who want to feel superior to everyone else because they "WON", can't feel that way anymore.

Boo hoo?

The problem with this, is that now you have legit guilds who have to wait months for their turn to come up on the rotation.

TMO would take a months worth, or more, then have to wait months for their slot/s to roll back around, same for every other guild.

Now TMO goes from raiding every week to raiding a few months a year.

Kika Maslyaka 09-09-2013 08:23 PM

in first 5 years of EQ before first true instancing, no one ever solved the raid problem GLOBALLY (the fact that your little server had rotations, doesn't mean that every server did).
Pre-PoP era EQ simply has too few raid targets to satisfy everyone (and even post that we had to fight for every decent drop with like 5-10 other guilds).
Specially on a Emu server that collected hardcore raiders from all over EQ.

Add more raid targets or stop whining.


All times are GMT -4. The time now is 03:36 AM.

Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.