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  #1  
Old 01-03-2014, 05:55 PM
Rail Rail is offline
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Originally Posted by Rhambuk [You must be logged in to view images. Log in or Register.]
It used to be like this when the server pop was like 300 and 3 guilds were fighting over mobs.

I can't even imagine what kind of shitshow it would be now with 600+ players sitting on a mob spawn point, 6-7 different guilds, and probably...50+ petitions after every mob goes down. It's been a long road to get where we are now I'm glad were taking a step back.
It just doesn't make sense that all the rules implemented to make people play nice, only help the largest guild on the server. And if anything happens to make the guild upset over a spawn, THEY send 50 petitions to have their way.

WHAT ELSE DO THESE GUILDS HAVE TO DO WITH THEIR TIME?!?! Stare at their inventory to drool over the loot? Check their stats every 10 seconds to get a boner?
What good is all this loot if it doesn't get used? Its just sitting, camped out... waiting for more.

If 300 people were sitting at Trak spawn waiting, instead of camped out playing an alt. It would free up all the other camps that non-raiding guilds still enjoy.
  #2  
Old 01-03-2014, 06:04 PM
Rhambuk Rhambuk is offline
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try and do a quick history if I can remember anything right now.

at first classic raid rules, then the first to 15 in zone and must maintain presence. so it was like an hour before mod due 15 would be in zone, then 2 hours etc etc. Then variance to discourage people from sitting and waiting for hours on end, original variance was 24 hours +/- I think, it didn't stop people, so variance increased, then they removed the 15 player presence and it went down to 1 or 2 individual trackers waiting up to 48 hours. variance increase variance increase, then it went to FTE and that's about where I stopped playing.

I think its about that but with like a 96hour variance or something and you still have people waiting days on end for a mob.

the deterrents only forced people to play harder and harder into what we have now.
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  #3  
Old 01-03-2014, 06:13 PM
Rail Rail is offline
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Originally Posted by Rhambuk [You must be logged in to view images. Log in or Register.]
try and do a quick history if I can remember anything right now.

at first classic raid rules, then the first to 15 in zone and must maintain presence. so it was like an hour before mod due 15 would be in zone, then 2 hours etc etc. Then variance to discourage people from sitting and waiting for hours on end, original variance was 24 hours +/- I think, it didn't stop people, so variance increased, then they removed the 15 player presence and it went down to 1 or 2 individual trackers waiting up to 48 hours. variance increase variance increase, then it went to FTE and that's about where I stopped playing.

I think its about that but with like a 96hour variance or something and you still have people waiting days on end for a mob.

the deterrents only forced people to play harder and harder into what we have now.
Thank you, exactly my point.

I know why the GM's are doing this.. because if you think this is bad, just wait until Velious! Haha, people saying Velious will fix things? Try Sleeper's Tomb keying.

Bottom line is, raids in EQ have always been short sighted. The end game was broken from the beginning. And the only crappy solution is instanced dragons for everyone, which is STUPID and ruins immersion.

Chaos may not be a solution, but it would at least make things more interesting instead of CampQuest/PetitionQuest/ForumQuest. It would at least give the players a CHANCE to disrupt these greedy idiots.
  #4  
Old 01-03-2014, 06:38 PM
Vyal Vyal is offline
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Quote:
Originally Posted by Rhambuk [You must be logged in to view images. Log in or Register.]
try and do a quick history if I can remember anything right now.

at first classic raid rules, then the first to 15 in zone and must maintain presence. so it was like an hour before mod due 15 would be in zone, then 2 hours etc etc. Then variance to discourage people from sitting and waiting for hours on end, original variance was 24 hours +/- I think, it didn't stop people, so variance increased, then they removed the 15 player presence and it went down to 1 or 2 individual trackers waiting up to 48 hours. variance increase variance increase, then it went to FTE and that's about where I stopped playing.

I think its about that but with like a 96hour variance or something and you still have people waiting days on end for a mob.

the deterrents only forced people to play harder and harder into what we have now.
I tried to explain this to people but seems to not be getting through...

The way it was before all the variance was fine & this trash should have never been added (this is why ALOT of players left to begin with & TMO even came to be)

It's almost like it was a total setup they say "Hey man we do this for free we gain nothing" <~~ I promise that is a lie and then some.
Between the accounts trades & donations & the amount of time the server has actually been up
Take for example this:
http://www.uogamers.com/
^^ a website with UO Emu servers by the creators of the EMU..
They bank a hundred thousand a month EASY.

back on track now..

The variance seems like it got all the real competition off the server here so one guild could dominate the raid scene - they even took it a step further and duped all their trash when they got banned for it they cried and got the whole raid scene into a tizzy(at least from my point of view)

Toss it into chaos so they can come back strong and take over and make greedy bank again ---- only doable because of the variance mind you. If there was no variance then TMO would not be the only ones there to get the mob(I think this is why there is variance)

But ya anyone who has played other EMU's that are as large as this one should no for a fact when they say they don't make dick doing it --- that it's a total freaking lie.

(these are some ramblings ATM of someone pretty high)
Last edited by Vyal; 01-03-2014 at 06:40 PM..
  #5  
Old 01-03-2014, 06:44 PM
Hitpoint Hitpoint is offline
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Quote:
Originally Posted by Vyal [You must be logged in to view images. Log in or Register.]
I tried to explain this to people but seems to not be getting through...

The way it was before all the variance was fine & this trash should have never been added (this is why ALOT of players left to begin with & TMO even came to be)
How is 200 people sitting on Trakanon spawn with auto attack on fine? Trak spawns, dies in 3 seconds and everyone hope they won the FTE lotto.

Variance might be the best thing that ever happened to the raid scene. They can and should reduce the length of windows, but don't forget how things used to be. And these days with more level 60s, it would be even worse.
  #6  
Old 01-03-2014, 06:51 PM
Vyal Vyal is offline
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Originally Posted by Hitpoint [You must be logged in to view images. Log in or Register.]
How is 200 people sitting on Trakanon spawn with auto attack on fine? Trak spawns, dies in 3 seconds and everyone hope they won the FTE lotto.

Variance might be the best thing that ever happened to the raid scene. They can and should reduce the length of windows, but don't forget how things used to be. And these days with more level 60s, it would be even worse.
Variance is the ABSOLUTE worst thing to EVER happen to this server. Why do you think the server population dropped more then half when it came into full swing?
Because of variance no one really ever will have a chance aside from the true dire hard players, because of variance there can never ever be any real chance of competition it will just be the one guild sitting variance out like it clearly has been for two years.
I remember back when they thought of the idea hardly anyone even wanted it because for one it was so not classic two we all predicted this would happen & I come back two years later to find out all those predictions to be 100% accurate.
I spoken to some TMO guys and they are all for variance because without it they would need to contend with other actual raid groups lined up ready to go after mobs with variance it's just them because no one else is on to contend with them.
I really don't see how this is so hard to figure out. If variance doesn't go it will be nothing but the same thing you have had for two years.

People play here to relive those years gone by and enjoy a simpler version of EQ - you guys are making it complex and nothing like classic. I mean I love the server and I could care less what happens I can go do simple things like camp stun whips in BB and be happy. I am just chiming in here because you guys got some problems & it's because of variance...
Last edited by Vyal; 01-03-2014 at 06:54 PM..
  #7  
Old 01-03-2014, 07:00 PM
Xadion Xadion is offline
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Quote:
Originally Posted by Vyal [You must be logged in to view images. Log in or Register.]
Variance is the ABSOLUTE worst thing to EVER happen to this server. Why do you think the server population dropped more then half when it came into full swing?
Because of variance no one really ever will have a chance aside from the true dire hard players, because of variance there can never ever be any real chance of competition it will just be the one guild sitting variance out like it clearly has been for two years.
I remember back when they thought of the idea hardly anyone even wanted it because for one it was so not classic two we all predicted this would happen & I come back two years later to find out all those predictions to be 100% accurate.
I spoken to some TMO guys and they are all for variance because without it they would need to contend with other actual raid groups lined up ready to go after mobs with variance it's just them because no one else is on to contend with them.
I really don't see how this is so hard to figure out. If variance doesn't go it will be nothing but the same thing you have had for two years.

People play here to relive those years gone by and enjoy a simpler version of EQ - you guys are making it complex and nothing like classic. I mean I love the server and I could care less what happens I can go do simple things like camp stun whips in BB and be happy. I am just chiming in here because you guys got some problems & it's because of variance...
Who in TMO did you talk to?! Variance reduced parrallel spawns and having more than one raid target up at a time HELPS the "situation" by letting guilds go after different targets.

Velious with a non-or 3ish hr variance will fix alot if the issues as there literally are more raid targets in vel alone than there are in kunark and classic.
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  #8  
Old 01-03-2014, 07:03 PM
falkun falkun is offline
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Quote:
Originally Posted by Xadion [You must be logged in to view images. Log in or Register.]
Who in TMO did you talk to?! Variance reduced parrallel spawns and having more than one raid target up at a time HELPS the "situation" by letting guilds go after different targets.

Velious with a non-or 3ish hr variance will fix alot if the issues as there literally are more raid targets in vel alone than there are in kunark and classic.
I agree that multiple targets up at the same time helps the situation. I agree that Velious adds more content than Kunark and Classic. But if two forces are going for the same mob, or if there's a situation where people are stumbling over each other (probably NToV), Velious won't fix that. PNP and some general respect will fix that. Sirken's proposal has decent PNP punishments which will hopefully result in more inter-guild respect.
  #9  
Old 01-03-2014, 07:07 PM
Vyal Vyal is offline
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Quote:
Originally Posted by Xadion [You must be logged in to view images. Log in or Register.]
Who in TMO did you talk to?! Variance reduced parrallel spawns and having more than one raid target up at a time HELPS the "situation" by letting guilds go after different targets.

Velious with a non-or 3ish hr variance will fix alot if the issues as there literally are more raid targets in vel alone than there are in kunark and classic.
The only people defending variance are from TMO.
The only reason TMO has had the rights to everything here is because all the other guilds disbanded and quit or went to find other servers without variance.
w/e I might give the game a break again come back in 2 more years and hope Vel is out...

I see two guilds that stayed through the launch of variance, IB & Europa....
(was a bad idea then & it still is now)
  #10  
Old 01-03-2014, 07:07 PM
Kagatob Kagatob is offline
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Originally Posted by Eloian [You must be logged in to view images. Log in or Register.]
Ya, mild variance leaves some surprise but the extreme variance that is in effect now is causing a bottleneck that nobody can be happy with. And as for poopsocking I mentioned in another thread, if a Guild decides they want a raid mob bad enough they can xp in the area with a few groups and basically "lay claim". Not just two or more rival guilds sitting on a spawn point. Taken last VS kill was admirable, they xp'd for a long time, as window got shorter more peeps came in. BDA swung by to see if they would possibly wiped but didn't interfere at all. Taken downed VS, "Grats" were had and everyone left feeling pretty good I think.

Eloian Bushlover (What...was I hiding in the bush? Sure, lets go with that)
57 Ranger <BDA>
Yes, that's EverQuest. Good ol classic everquest. That's how every mob should go down. [You must be logged in to view images. Log in or Register.]
Quote:
Originally Posted by Hitpoint [You must be logged in to view images. Log in or Register.]
How is 200 people sitting on Trakanon spawn with auto attack on fine? Trak spawns, dies in 3 seconds and everyone hope they won the FTE lotto.

Variance might be the best thing that ever happened to the raid scene. They can and should reduce the length of windows, but don't forget how things used to be. And these days with more level 60s, it would be even worse.
Read what you posted and try to figure out where the actual problem is...
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