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-   -   How Should Players Compete For Raid Mobs (/forums/showthread.php?t=38823)

Koota 06-02-2011 03:57 AM

Oh look, this thread again.

Dravingar 06-02-2011 04:15 AM

Quote:

Originally Posted by Splorf22 (Post 304228)
So I read about 5 pages of the raid target rotation thread before my eyes bled from all the repetitive comments. I'd like to bring up something in a fresh thread though, and that is: how should players compete for raid mobs? Everyone agrees that raid mobs should be reasonably scarce. No one wants to see a level 5 twink running around in a bone clasped girdle - difficulty is what made Everquest the addicting game it is. So the question is how do we decide who gets what?

Right now the main criteria are 'willing to be available 12+ hours per day to raid at the tweet of the guild leader' and 'joining a guild with enough such people that 35+ can be assembled at any time'. I see things like Dravingar saying 'People that only work 15 hours a week shouldn't expect the same rewards as people that work 50' and Shiftin saying he makes 49% of TR raids, which means that he is 'on call' for Everquest raids 85 hours per week.

Is this what the players and the devs want, or not?

You claim you want classic raid content and guess what, that is classic. There was always a guild or two that destroyed everything and everyone else competed for scraps. Welcome to life, it's not fair.

karsten 06-02-2011 04:52 AM

dravingar i don't think you're giving enough credit to this important issue

Dr4z3r 06-02-2011 09:29 AM

Quote:

Originally Posted by Splorf22 (Post 304299)
I just multiplied 49% of raids X 168 hours per week (it seems I didn't remember your raid percentage perfectly). Last few patches raid mobs weren't spawned AFAIK so a uniform distribution seemed like a reasonable assumption at the time. I would be very curious to see a log of your raid attendance with times, but I totally understand if that's personal.

P.S. THE MASSES HAVE SPOKEN UTHGAARD! WHERE'S MY FUNGI STAFF?

The assumption that raids would be uniformly distributed across a given week is faulty to begin with. If there's a full repop on a Monday, for example, none of the big targets are going to even be in window again until Friday. The longer you go without a reset, the more even the distribution will get thanks to variance, but you'd never be able to get an actual even distribution with only 10 96-hour windows.

Amelinda 06-02-2011 10:25 AM

Quote:

Originally Posted by Hobby (Post 304259)
I voted for all of them because i can.

I voted for several because I can.

PVP ftw.

Versus 06-02-2011 10:29 AM

Also, FTE doesn't always work. You get bards kiting shit around until the raid prepares, and people throwing javs/shooting arrows at a mob while lacking numbers (it is sometimes hard to tell who REALLY "engaged" first with all the hullabaloo with preparing for a rush, etc.) and mobs charging a mess of people.

What if a raid of 15 is standing in the midst of a raid of 35 and half a second before a person in the raid of 35 shoots an arrow at a mob, a person in the raid of 15 shoots an arrow at the target? The raid of 35 assumes it's their mob, rushes and engages. GM is called, it is determined the person from the raid of 15 "engaged" first, and the loot is awarded to the raid of 15, who otherwise wouldn't have been able to kill the mob in the first place.

Troy 06-02-2011 10:57 AM

Quote:

Originally Posted by bizzum (Post 304348)
40% raid attendance =/ 40% of total time spent on Everquest.

Which is why I wrote on call, not online. Reading ftw.

Shiftin 06-02-2011 11:10 AM

Quote:

Originally Posted by Troy (Post 304472)
Which is why I wrote on call, not online. Reading ftw.

I truly have no idea how to make this simpler for you, but I'm pretty sure you're just trolling anyway, so meh.

Looking at our DKP page, I don't think we've gone 3 weeks in over 4 months without a manual server reset. Most of these happen on the weekend, which both bunches up mobs for the following week (creating lots of off days), and means that raids typically happen during US players normal "leisure time". "Were you home this weekend? You killed a lot of dragons! Were you out at the lake, visiting family, etc? That's cool, next week!"

Hex 06-02-2011 06:01 PM

Quote:

Originally Posted by Troy (Post 304336)
Being on call for 40% of your life as a minimum requirement seems reasonable to you people? Is this a game or a cult?

You do understand that you're playing an MMO right, and this is classic EQ? I have been in top raiding guilds in other games for years, and yes, being on call is part of that, and something we volunteer to do, because we love the game, and that's what makes it fun.

Troy 06-02-2011 06:42 PM

Quote:

Originally Posted by Hex (Post 304818)
You do understand that you're playing an MMO right, and this is classic EQ?

Yes, and in classic EQ you never had to be on call for 96 hours per mob.

Do YOU realize that this is classic EQ?


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