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Old 01-03-2014, 05:39 PM
Frieza_Prexus Frieza_Prexus is offline
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I'm seeing more threads hitting around this issue, and that's a good thing. http://www.project1999.com/forums/sh...d.php?t=133770

The basic problem is that you have two drastically different playstyles, and the only way to make them both viable is to completely segregate the populations under two different plans.
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Old 01-03-2014, 08:40 PM
Daldolma Daldolma is offline
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Quote:
Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
I'm seeing more threads hitting around this issue, and that's a good thing. http://www.project1999.com/forums/sh...d.php?t=133770

The basic problem is that you have two drastically different playstyles, and the only way to make them both viable is to completely segregate the populations under two different plans.
That's not the basic problem. It's true, but it's not the basic problem. The basic problem is that this server has installed non-classic end-game mechanics that necessarily segregate the server population. That's not a natural or classic segregation, and it's not one that should be institutionalized.

Creating such enormous incentives for guilds to track for an obscene amount of hours and be able to log in capable raid forces at a moment's notice at any time of day is NOT classic EQ, and that is why there is such unrest. As it stands on this server, the risk/reward of tracking a raid mob decidedly favors massive zerg guilds. Any guild outside of TMO/IB/FE that even bothers to track mobs in the prime-time hours is taking a terrible gamble, statistically speaking. You're wagering 5-6 hours and your entire raid force of mains (which you must camp out at the scene to have any chance) for a -- what -- 5% chance at the mob? If that? The odds of your even having sufficient numbers to take the mob down is limited to about 6 hours out of the day, which gives you a 25% chance. And when a desirable named pops during prime time, you're probably one of ~5-ish guilds that's going to contest. So let's say 5%.

That's horrendous and has basically precluded the vast majority of the server from the raid scene. Again, that's NOT classic. You've bastardized the notion of "competition" to create a debate over whether or not we should continue to incentivize the so-called hardcore group that wants to continue devoting life-ruining hours to winning CSR-Quest, which is decidedly different from classic EverQuest.

What you should want is a mechanics system that is classic and makes it a) easier for other guilds to compete and b) essentially impossible for one guild to monopolize content. Tiny variances, server repops every 2 weeks or so, and extremely harsh rules against poop-socking/camping out raid forces. That's classic-esque.
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Old 01-03-2014, 08:44 PM
Fael Fael is offline
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Love that response radd [You must be logged in to view images. Log in or Register.]
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Old 01-04-2014, 04:08 AM
Arteker Arteker is offline
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Quote:
Originally Posted by Daldolma [You must be logged in to view images. Log in or Register.]
That's not the basic problem. It's true, but it's not the basic problem. The basic problem is that this server has installed non-classic end-game mechanics that necessarily segregate the server population. That's not a natural or classic segregation, and it's not one that should be institutionalized.

Creating such enormous incentives for guilds to track for an obscene amount of hours and be able to log in capable raid forces at a moment's notice at any time of day is NOT classic EQ, and that is why there is such unrest. As it stands on this server, the risk/reward of tracking a raid mob decidedly favors massive zerg guilds. Any guild outside of TMO/IB/FE that even bothers to track mobs in the prime-time hours is taking a terrible gamble, statistically speaking. You're wagering 5-6 hours and your entire raid force of mains (which you must camp out at the scene to have any chance) for a -- what -- 5% chance at the mob? If that? The odds of your even having sufficient numbers to take the mob down is limited to about 6 hours out of the day, which gives you a 25% chance. And when a desirable named pops during prime time, you're probably one of ~5-ish guilds that's going to contest. So let's say 5%.

That's horrendous and has basically precluded the vast majority of the server from the raid scene. Again, that's NOT classic. You've bastardized the notion of "competition" to create a debate over whether or not we should continue to incentivize the so-called hardcore group that wants to continue devoting life-ruining hours to winning CSR-Quest, which is decidedly different from classic EverQuest.

What you should want is a mechanics system that is classic and makes it a) easier for other guilds to compete and b) essentially impossible for one guild to monopolize content. Tiny variances, server repops every 2 weeks or so, and extremely harsh rules against poop-socking/camping out raid forces. That's classic-esque.
thats called what happens when there isnt progresion and isnt a raiders fault like isnt a farmer fault when someone go to xxx dungueon camp and find you there soloing .
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