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#141
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#142
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CotH pulling works right here as does invis/IVU pulling. Just people were really really bad at live(and still are at p99). Like people who thinks mobs summon at 99%.
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#143
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You aren't going to introduce a fix that addresses all of the issues at hand, it is going to take multiple fixes of some type. As such, and as someone who is relatively unbiased here, zonewide FTE combined with simulated patch days would likely be a good first step.
On another, yet similar, note - classic mechanics that allow for the trivialization of content need to be addressed regardless of whether they are "classic" or not. | ||
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Last edited by bman8810; 02-18-2012 at 06:15 PM..
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#144
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Just a thought I had for those who were saying we should have server repops every week. Why not just agree to not engage any raid mobs until all of them have spawned, and then we can have a "simulated" repop every week, without having to involve the staff?
edit: this only concerns the 7 day spawns, obviously
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | ||
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#145
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Also, you would be reducing the number of spawns over time by making guilds wait (the longer a mob stays spawned the longer it takes to start its respawn counter). Plus, I feel like this is kind of counter to what was EQ raiding. | |||
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#146
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Quote:
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#147
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except that you essentially move mobs back on 7 day timers to 9 day timers. we've had 1 mob per cycle spawn in the last 6 hours of it's possible lifespan almost every week. The last thing the server needs is *less* mob spawns.
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#148
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Quote:
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#149
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Add in a multiplier for every raid mob up for each variable spawn rate -
Example - 10 mobs with 10 days spawns with +/- 3 days with a linear increase in spawn chance from day 7 to day 10 (day 0 = day 7, and day 3 = day 10 for the following equation) & each spawned boss gives a 1.5x multiplier. So: P(day) = 0.317*day + 0.05 <--- 5% chance initially, increases by 31.7% per day 1 boss up on day 0.5, other bosses have a: P(0.5) = 0.2085 * 1.5 (the multiplier) = 0.31275 or 31.275% chance to spawn. 5 bosses up on day 2: 1.5^5*P(2) = 1.5^2 * 0.684 = 7.59*0.684 = 519% chance to spawn Ok, so the numbers aren't exact but you get the idea. However, this seems like a lot of non-Classic work for something that a random simulated patch day could do. Plus, I doubt the code even allows for something like this. Would be pretty cool, though I'm sure it lead to some interesting (or dbaggish strats) im sure. | ||
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Last edited by bman8810; 02-21-2012 at 06:32 AM..
Reason: oh maffz, ps im a kobold
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#150
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or just ban perun
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