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Old 11-20-2015, 08:08 PM
maestrom maestrom is offline
Sarnak


Join Date: Oct 2010
Posts: 464
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Quote:
Originally Posted by Morlaeth [You must be logged in to view images. Log in or Register.]
Reasonable argument, but counter productive to whom? [You must be logged in to view images. Log in or Register.]
Uuuuuggggghhhhhhh :P

I'll be more precise.

Why was variance put in in the first place?

I wasn't there so I don't know if Rogean and Nilbog have put out official statements on the issue, but Sirken said recently that variance and the current crop of raid rules were put in place to keep 10 guilds from showing up and insta-gibbing targets the second they spawned.

They preferred a server where guilds tracked certain raid targets and then when one popped, they raced to the target to get to kill it. Variance was a reasonable part of the solution when there were only handful of raid targets outside of VP. And, for a time at least, it seemed like variance was doing its job.

This may have been necessary (if you're only willing to assume an FTE ruleset) in Kunark with only 5-6 raid targets outside of VP, but that's another conversation.

What happens with Velious though? In velious we have quite a few more raid targets. The restrictions on player conduct (FTE, no tracker FT, DQing folks past IZ) are more than enough to ensure a footrace to each target. We also have most targets going down to Rampage uncontested because variance has spread them out so much. Is it really a footrace if Rampage casually kills Zland at 4am while everyone else is asleep?

Taking out variance, on the other hand, keeps spawns bunched together. Rampage might get their first choice uncontested (because other guilds will see whatever Rampage is going after and go someplace else). Guilds will generally get their first choice because they'll see what's spawning first and they'll spread out, but their second choices will involve lots of that mobilization that everyone seems to really love here. If its a full pop, guilds will have to be strategic in picking which targets they want. Contrast this to the current model of "Tormax and Kland are in window, camp one force in kael, one force in WW, keep your phones on you for when the sockers send the text-blast".

So if the goal of variance was either to reduce socking, encourage racing, and distribute kills more evenly between guilds, it is counter-productive to its own goals. Variance encourages socking, discourages racing, and gives the guild with the most ability to log in at 10am on a Monday the best chance at killing a target.
 


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