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  #1  
Old 11-04-2019, 03:58 PM
strawman strawman is offline
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The first few hours set the tone for the rest of the server's future and in teal's first few hours it became "the low-pop server"

It will probably remain a 75%/25% split until they merge
  #2  
Old 11-04-2019, 03:59 PM
Deathrydar Deathrydar is offline
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Originally Posted by strawman [You must be logged in to view images. Log in or Register.]
The first few hours set the tone for the rest of the server's future and in teal's first few hours it became "the low-pop server"

It will probably remain a 75%/25% split until they merge
Doubt that. But think what ya want.
  #3  
Old 11-04-2019, 04:14 PM
strawman strawman is offline
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Originally Posted by Deathrydar [You must be logged in to view images. Log in or Register.]
Doubt that. But think what ya want.
Time will tell. Green's population feels exactly right since teal opened. It's easy to find groups, but there are more spawns available than there used to be.

It seems this all might have been solved by simply leaving spawn times at 80% reduction instead of nerfing it to 60% then opening another server.
  #4  
Old 11-04-2019, 04:17 PM
Man0warr Man0warr is offline
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Originally Posted by strawman [You must be logged in to view images. Log in or Register.]

It seems this all might have been solved by simply leaving spawn times at 80% reduction instead of nerfing it to 60% then opening another server.
That only applies to the level 5 and under mobs. Wouldn't help at all with the overcrowding issue in dungeons happening now and only going to get worse as more people get in range of Lower Guk and Sol B.
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  #5  
Old 11-04-2019, 04:10 PM
bum3 bum3 is offline
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What really needs to happen is people need to stop soloing camps with their stronger than classic pets. It's a world of hurt in the 20s when pet classes are trying to use green/grey pets to get exp and no tanks are around because they refused to group with them. Kinda funny really. Now you see lvl 28 casters paying 10-20p per word hoping to research their pet. I told 1 guy i'd give him my 5 words if he gave me a rubi-bp. That didn't go over well. =)
  #6  
Old 11-05-2019, 12:33 PM
Khorza Khorza is offline
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Originally Posted by bum3 [You must be logged in to view images. Log in or Register.]
What really needs to happen is people need to stop soloing camps with their stronger than classic pets.
Yeah this is a big problem but mostly because of the server's restrictive camp rules that don't in any way reflect the way in which people play this game.

The other day I was grouped in MR in Unrest, and by the official server camp rules we were 6 people camping the two 22-minute spawns in that room and everything else in the zone was FTE. Normal EverQuest servers would recognize that the MR group pulls the side rooms around it, but because those mobs are located inside of rooms, they're arbitrarily excluded from the MR group's claim as per the server rules.

Shortly after we set up in MR and had pulled a few cycles of mobs, a solo necromancer starts timing all of the rooms while moving between them for each repop. This effectively allowed 1 person to monopolize 10+ mobs, over the full group of 6 people who were there earlier, and is allowed by the rules. Because the solo player can just say I'm no longer camping the previous room, now I'm camping this room. Sure, our full group of 6 could also start timing every spawn and leapfrog for each mob spawn, but this isn't necessarily more efficient than trying to pull/fte mobs from the zone. Also, good luck trying to coordinate something like that across 5 other people who are barely functioning enough to alt tab back from Reddit and press their auto attack button before the mob I pulled dies.

And even if we put all that effort in, we'd then have to give up our claim over the MR, and now you have a situation where a full group of 6 people are allowed the same amount of mobs as a solo necromancer, which still doesn't feel very fair to me.

Full groups need priority in dungeons and the best way to do that is to define camps. MR has claim over all first floor mobs, FP has claim over all 2nd floor mobs, undead knight has everything above FP, basement is everything below 1st floor, and courtyard can be split up into 2-3 camps + solo players. The zone supports about 6-7 groups under these parameters and if you want one of these camps then you have to join the list for an existing group.

Bam, I solved Unrest in under a minute. Why can't we do this for every contested exp zone in the game? The server would be so much better.

tl;dr - Solo players monopolizing group content is a problem, but the bigger problem is the camp rules that allow a single person to claim many more mobs than a full group, even if they're in the same area and the full group's been there longer.
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Last edited by Khorza; 11-05-2019 at 12:40 PM..
  #7  
Old 11-05-2019, 12:36 PM
cd288 cd288 is offline
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Quote:
Originally Posted by Khorza [You must be logged in to view images. Log in or Register.]
Yeah this is a big problem but mostly because of the server's restrictive camp rules that don't in any way reflect the way in which people play this game.

The other day I was grouped in MR in Unrest, and by the official server camp rules we were 6 people camping the two 22-minute spawns in that room and everything else in the zone was FTE. Normal EverQuest servers would recognize that the MR group pulls the side rooms around it, but because those mobs are located inside of rooms, they're arbitrarily excluded from the MR group's claim as per the server rules.

Shortly after we set up in MR and had pulled a few cycles of mobs, a solo necromancer starts timing all of the rooms while moving between them for each repop. This effectively allowed 1 person to monopolize 10+ mobs, over the full group of 6 people who were there earlier, and is allowed by the rules. Because the solo player can just say I'm no longer camping the previous room, now I'm camping this room. Sure, our full group of 6 could also start timing every spawn and leapfrogging for each mob spawn, but this isn't necessarily more efficient than trying to pull/fte mobs from the zone, and good luck trying to coordinate something like that across 5 other people who can barely function enough to alt tab back from Reddit and press their auto attack button before the mob dies.

tl;dr - Solo players monopolizing group content is a problem, but the bigger problem is the camp rules that allow a single person to claim many more mobs than a full group, even if they're in the same area and the full group's been there longer.
I've never seen the camp rules enforced that way with respect to the MR though. I've seen staff come into disputes and tell the MR group that they can't claim like the spawns in the rooms to the back by the back doors, but I've never seen a staff member say that the MR can only camp that room and someone else can come in and lock down all of the side spawns.
  #8  
Old 11-05-2019, 12:41 PM
Khorza Khorza is offline
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Quote:
Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
I've never seen a staff member say that the MR can only camp that room and someone else can come in and lock down all of the side spawns.
I don't know, I never petitioned or anything because I didn't want to deal with it. I can only go by the server rules, that state than you can only camp the room you're in and mobs that visibly spawn within it.

If the staff treats MR differently then it seems to contradict their rules, which is yet another problem.

This is easily solved by defining camps. I defined MR and every other camp in Unrest. It took me a few seconds to type it up. I'm not sure why we can't just do this for every camp in the game.
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  #9  
Old 11-05-2019, 12:45 PM
cd288 cd288 is offline
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Quote:
Originally Posted by Khorza [You must be logged in to view images. Log in or Register.]
I don't know, I never petitioned or anything because I didn't want to deal with it. I can only go by the server rules, that state than you can only camp the room you're in and mobs that visibly spawn within it.

If the staff treats MR differently then it seems to contradict their rules, which is yet another problem.

This is easily solved by defining camps. I defined MR and every other camp in Unrest. It took me a few seconds to type it up. I'm not sure why we can't just do this for every camp in the game.
Yeah I've seen them apply that rule flexibly in the past. I.e. you technically can't see the mob, but it's like 2 feet around the corner of your room (for example, the corner spawns by the front door of the estate in this case), I've generally seen that applied as part of your camp in the past. Obviously, I think it does depend on how many people are on the first floor trying to kill things. If like 2 other groups came in and wanted to camp the first floor, rulings might be different in terms of how they split things up. But one soloer? I think the Necro in this case would be pretty hard pressed to claim that he can monopolize all of those spawns or that none of them are possibly part of your camp.
  #10  
Old 11-05-2019, 12:56 PM
Khorza Khorza is offline
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Quote:
Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
If like 2 other groups came in and wanted to camp the first floor, rulings might be different in terms of how they split things up.
I guess this is a problem I have. Do we always have to keep splitting up camps until there are 10 full groups all camping 1 mob each? After a certain point I think we should be allowed to say this area is at capacity, if you want to group go somewhere else or join the list for one of these groups that are already here.

Not only is that more fair, it's more authentic to classic EQ. People generally respected camps and your options were always a) join the list for the group, or b) go elsewhere.

I wish P99 would reflect this culture, instead of constantly splitting up spawns so that soloers can get the full benefit of a dungeon exp bonus with none of the danger, and the full group is left with the risk and the scraps.

Quote:
But one soloer? I think the Necro in this case would be pretty hard pressed to claim that he can monopolize all of those spawns or that none of them are possibly part of your camp.
Unless I'm misunderstanding the rules I don't think he'd be hard pressed to make that claim, since he's following the rules. Whenever he kills a mob he just moves to the room that's going to spawn next and claims that. Once that mob has spawned, he moves to another room and claims that. It's a cheesy loophole in the camp rules that people have been abusing for years. Not to mention that most of these people would never be able to break or hold that particular camp unless the group that was there hadn't just broken it in the first place.

"Oh you stepped out of your room for 10 seconds to rez your friend? That sucks that you abandoned your camp man, mine now."
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Last edited by Khorza; 11-05-2019 at 01:00 PM..
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