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  #1  
Old 11-23-2012, 02:15 PM
Nneave Nneave is offline
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1st - I would again like to say thank you to those of you who replied in a civil manner and with information that was pertinent to the topic.

I am not going to continue to feed this post anymore since people have taken this thread and ran with it to the negative. I apologize to TMO, that was not my intention but I have no control over others.

I think TMO gets the point and they will either see the greater good or not.

TMO has valid points, whether people like it or not.

TMO has earned their way to where they are, no doubt and kudo's.

With that being said, competition means just that.. an actual worry that you may die to an encounter or lose. I highly doubt TMO has felt that thrill in quite some time.

Zerging requires 0 skill and offers 0 competition, its a tale as old as time... I have never found zerge guilds appealing no matter how much they flash their e-peens.


For the rest of you.... Do something about it.
  #2  
Old 11-23-2012, 02:20 PM
India India is offline
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Originally Posted by Nneave [You must be logged in to view images. Log in or Register.]

I think TMO gets the point and they will either see the greater good or not.
the greater good is always dependent on who you ask

Your (no offense meant) idea of the greater good is very likely different than another's (say someone in TMO for example)
  #3  
Old 11-23-2012, 03:53 PM
Slave Slave is offline
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Quote:
Originally Posted by Nneave [You must be logged in to view images. Log in or Register.]
1st - I would again like to say thank you to those of you who replied in a civil manner and with information that was pertinent to the topic.

I am not going to continue to feed this post anymore since people have taken this thread and ran with it to the negative. I apologize to TMO, that was not my intention but I have no control over others.

I think TMO gets the point and they will either see the greater good or not.

TMO has valid points, whether people like it or not.

TMO has earned their way to where they are, no doubt and kudo's.

With that being said, competition means just that.. an actual worry that you may die to an encounter or lose. I highly doubt TMO has felt that thrill in quite some time.

Zerging requires 0 skill and offers 0 competition, its a tale as old as time... I have never found zerge guilds appealing no matter how much they flash their e-peens.


For the rest of you.... Do something about it.
The major issue that nobody in this thread has mentioned (and you will never see TMO debate this honestly for obvious reasons) is that TMO is where they are because of a non-Classic raidmob mechanic that was forced on the server by the developers. This major variance on spawn time has proven to always favor the largest guilds with the most amount of people who spend countless hours tracking for those bosses, leading to an uneven distribution of loot as compared to Classic mechanics.

People tend to resent TMO because they never own this fact, instead preferring to troll and/or focus attention on their organized ground game which is in fact better than anyone else's on the server. So the reality is that TMO did not earn their spot at the top, they were the beneficiary of an arbitrary nonClassic jury-rig to win more loot than would normally be awarded to such tactics.

Rogean, the lead developer, has proposed halving the current raidmob variance, and adding simulated patch days during which most raidmobs will respawn (along with FTE shout, an unmitigated positive). The problem with this is that the solution does not seriously address the root of the problem, the variance itself. The variance is what causes the largest, most active guild to obtain a dramatically increased percentage of loot, dwarfing even their (server-largest) efforts. And the greatly increased amount of drops could easily have unforeseen negative consequences.

So basically we're left waiting on that patch right now, which as per these calculations will likely not have a major impact on the loot distribution of the server but may cause other chaos. Another 6 months down the road and there is another clamor for change, and the variance may be removed. But the development team has showed marked decrease in activity over the last year, a trend that may prove disastrous if continued.
  #4  
Old 11-23-2012, 04:29 PM
Nneave Nneave is offline
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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
The major issue that nobody in this thread has mentioned (and you will never see TMO debate this honestly for obvious reasons) is that TMO is where they are because of a non-Classic raidmob mechanic that was forced on the server by the developers. This major variance on spawn time has proven to always favor the largest guilds with the most amount of people who spend countless hours tracking for those bosses, leading to an uneven distribution of loot as compared to Classic mechanics.

People tend to resent TMO because they never own this fact, instead preferring to troll and/or focus attention on their organized ground game which is in fact better than anyone else's on the server. So the reality is that TMO did not earn their spot at the top, they were the beneficiary of an arbitrary nonClassic jury-rig to win more loot than would normally be awarded to such tactics.

Rogean, the lead developer, has proposed halving the current raidmob variance, and adding simulated patch days during which most raidmobs will respawn (along with FTE shout, an unmitigated positive). The problem with this is that the solution does not seriously address the root of the problem, the variance itself. The variance is what causes the largest, most active guild to obtain a dramatically increased percentage of loot, dwarfing even their (server-largest) efforts. And the greatly increased amount of drops could easily have unforeseen negative consequences.

So basically we're left waiting on that patch right now, which as per these calculations will likely not have a major impact on the loot distribution of the server but may cause other chaos. Another 6 months down the road and there is another clamor for change, and the variance may be removed. But the development team has showed marked decrease in activity over the last year, a trend that may prove disastrous if continued.
They do run this for donation, perhaps if we all started to chip in more they will be better motivated?
  #5  
Old 11-23-2012, 04:32 PM
Slave Slave is offline
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Originally Posted by Nneave [You must be logged in to view images. Log in or Register.]
They do run this for donation, perhaps if we all started to chip in more they will be better motivated?
That probably goes without saying, but your enthusiasm has been noted and filed for future reference. [You must be logged in to view images. Log in or Register.]
  #6  
Old 11-23-2012, 04:33 PM
Nneave Nneave is offline
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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
That probably goes without saying, but your enthusiasm has been noted and filed for future reference. [You must be logged in to view images. Log in or Register.]
<3
  #7  
Old 11-23-2012, 05:23 PM
Autotune Autotune is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
The major issue that nobody in this thread has mentioned (and you will never see TMO debate this honestly for obvious reasons) is that TMO is where they are because of a non-Classic raidmob mechanic that was forced on the server by the developers. This major variance on spawn time has proven to always favor the largest guilds with the most amount of people who spend countless hours tracking for those bosses, leading to an uneven distribution of loot as compared to Classic mechanics.
The system was in place long before TMO showed up and started progressing.
Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
People tend to resent TMO because they never own this fact, instead preferring to troll and/or focus attention on their organized ground game which is in fact better than anyone else's on the server. So the reality is that TMO did not earn their spot at the top, they were the beneficiary of an arbitrary nonClassic jury-rig to win more loot than would normally be awarded to such tactics.
TMO has earned their spot by "taking out" the guild that was winning the system before them. TMO hasn't been #1 since variance was implemented. Your version of reality is vastly skewed. Also, TMO has spoken up repeatedly in an attempt to reduce the variance (They haven't tried to get it removed since Rogean stated it would never be removed).

Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
Rogean, the lead developer, has proposed halving the current raidmob variance, and adding simulated patch days during which most raidmobs will respawn (along with FTE shout, an unmitigated positive). The problem with this is that the solution does not seriously address the root of the problem, the variance itself. The variance is what causes the largest, most active guild to obtain a dramatically increased percentage of loot, dwarfing even their (server-largest) efforts. And the greatly increased amount of drops could easily have unforeseen negative consequences.
Rogean, again, has stated that variance will never be removed from p99. This means variance can no longer be looked at as a problem, however the length of the variance can be seen as a problem. Every raiding guild wants variance reduced and they want simulated patches because it decreases time spent and increases chances to engage raid mobs for everyone.

Every step towards a more classic everquest project is a step in the right direction, regardless of what guild gets what loot.

Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
So basically we're left waiting on that patch right now, which as per these calculations will likely not have a major impact on the loot distribution of the server but may cause other chaos. Another 6 months down the road and there is another clamor for change, and the variance may be removed. But the development team has showed marked decrease in activity over the last year, a trend that may prove disastrous if continued.
Your calculations are very similar to your version of reality.
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  #8  
Old 11-23-2012, 06:10 PM
Metallikus Metallikus is offline
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Quote:
Originally Posted by Autotune [You must be logged in to view images. Log in or Register.]
TMO has earned their spot by "taking out" the guild that was winning the system before them. TMO hasn't been #1 since variance was implemented. Your version of reality is vastly skewed.
TMO's matra to competition:

Train, grief, harrass, troll, insert moles, cheat, buy marshmellows / sex up / facebook friends the GMs for favortism, push the envelope on suspensions and bans until the competition leaves the server or is assimilated into their guild.
  #9  
Old 11-23-2012, 06:29 PM
Crazyeye Crazyeye is offline
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Quote:
Originally Posted by Metallikus [You must be logged in to view images. Log in or Register.]
TMO's matra to competition:

Train, grief, harrass, troll, insert moles, cheat, buy marshmellows / sex up / facebook friends the GMs for favortism, push the envelope on suspensions and bans until the competition leaves the server or is assimilated into their guild.
Cant believe this guy still plays here with all his posts containing such rage. Must be the obsession he has for TMO that keeps him going, goodjob guys.

Really though take a chill pill, its just a game. [You must be logged in to view images. Log in or Register.]
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  #10  
Old 11-23-2012, 10:39 PM
Alarti0001 Alarti0001 is offline
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Originally Posted by Aeon [You must be logged in to view images. Log in or Register.]
I assume you ment that comment for Autotune, and not the other guy who rarely ever posts?

218 posts since 2010...
You do realize that post count doesn't include RnF posts right?
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It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
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