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-   -   Gauranteed Raid Scene Fix (/forums/showthread.php?t=121443)

porigromus 09-08-2013 12:55 AM

Gauranteed Raid Scene Fix
 
Someone posted in another thread, posing a question "What can be done about the Proj99 raid scene? I believe a fair system could be created. You can't fix the raiding issues in classic trilogy EQ without customizing. If you are going to customize with variance to try to fix the raid scene, then you are willing to customize to "improve" things. To me that puts all ideas on the table to improve the raid scene.

I propose:

1. Each raid mob is in a "enraged" state, the damage would instantly kill anyone without a special item to remove it.

2. Each item that removes the enraged state for each raid mob has a percentage chance to randomly drop from any mob on the server once the raid mob spawns.

3. After the item drops for someone on the server. It will not drop again during the current spawn cycle unless it is unused within 24hrs after being dropped. If unused within 24 hours, the item will disappear.

4. If used, it will be available once again next spawn cycle. The enraged state will be removed. This guild will now have a chance to kill the raid mob. If the guild wipes, another force may now go for the mob if they have a force ready. At this point the mob will not enrage again, the current raid rules apply (FTE, etc).

5. The item can be traded to other users. This gives the ordinary guy a way to make some plat.

There you have it, a fixed system. Anyone, I mean anyone can have a "key" to unlocking a raid target. If someone isn't guilded, they can use it to obtain plat or items they want by selling or trading it. If a guild member with a raid force finds it, then they get a shot at a raid target.

Please tell me how this system could be abused? Someone could find a enrage removing item and sit on it ... but it poofs in 24hrs, allowing it to drop once again. If it is used and a raid force doesn't kill it .. it is fair game. It isn't no longer enraged and I guarantee it will be killed shortly after.

Again, if we are open to customization of the raid scene to try to improve it, which we are obviously looking at variance. It was added to the game to help improve the raid scene and wasn't in classic. If we are customizing to create a solution, let's put on our thinking caps to come up with the most fair unbiased system that has the least chance of being abused. My two cents ...

fastboy21 09-08-2013 01:02 AM

its not that ideas like this aren't possible for addressing classic raid issues...its that they just aren't legit classic solutions.

go look at toop's server...you get tokens or something like that to spawn raid mobs each week. sure, solutions like this cut out the poop socking and the griefing, but it throws out the baby with the bath water by killing the competitive raid scene.

SCB 09-08-2013 01:06 AM

I honestly think this would just cause geared level 60s to aoe the shit out of every dungeon in the game, even low level stuff like CB/Runnyeye/Blackburrow, because sheer volume of mob kills will guarantee the most chances at big targets.

porigromus 09-08-2013 01:12 AM

Quote:

Originally Posted by SCB (Post 1105997)
I honestly think this would just cause geared level 60s to aoe the shit out of every dungeon in the game, even low level stuff like CB/Runnyeye/Blackburrow, because sheer volume of mob kills will guarantee the most chances at big targets.

Yes they could try to kill things till they get it, but at least everyone would have a chance to get them too. Now at least they would actually be playing the game instead of logging in for a few minutes to kill a raid mob. The mobs that drop the items could be adjusted if ALL mobs would cause an issue. Maybe the 40 - 60 mobs would have a higher chance of dropping them items than lower levels? You could also have only 50 - 60 mobs drop the items, since they are the folks that would actually need them. Every guild would have a fighting chance at those levels to obtain the item, instead of TMO dominating each target with a boat load of multiple alts.

And to the fella saying it isn't a classic solution ... variance isn't either. We are already customizing to try to improve things. If this is the goal let's put our thinking caps on.

Cecily 09-08-2013 01:15 AM

Too many words and numbers =/

spoils 09-08-2013 01:15 AM

lol at most retarded solution i have ever seen

porigromus 09-08-2013 01:18 AM

Quote:

Originally Posted by Cecily (Post 1106010)
Too many words and numbers =/


I guess so if you are in TMO :) Any solution that might give another guild a chance is bad.

Tasslehofp99 09-08-2013 01:19 AM

Yeah, no.


Just remove training, add simulated patch days, remove nonclassic variance, actually enforce rules (or don't at all) and the raid scene will fix itself.

Pringles 09-08-2013 01:20 AM

Fix implies its broken. This is exactly how it was on live. Want a mob? Camp it, kill it, mobilize for it first.

Tasslehofp99 09-08-2013 01:22 AM

Quote:

Originally Posted by Pringles (Post 1106021)
Fix implies its broken. This is exactly how it was on live. Want a mob? Camp it, kill it, mobilize for it first.

Its very broken. We already have several non-classic custom rules on p99: training allowed in vp, pnp unenforced, variance, etc.

You either aren't in a raiding guild or you're in TMO and have no idea how the rest of the server views the raid scene.


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