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| View Poll Results: Is variance still needed? | |||
| Yes, it promotes "competition" |
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75 | 29.18% |
| No, its an unneccesary non-classic time sink |
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182 | 70.82% |
| Voters: 257. You may not vote on this poll | |||
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#1
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Whoever has the camp when naggy spawns with a raid capable force gets it. If naggy is up for 30 minutes unengaged, then they lose it. Unfortunately, this leads to guilds "fast-timing" and then doing things like "oh, we thought the time was up our leader told us so and so we ks'd them". Again, there is no rational, drama-free solution between equally capable guilds other than rotation. | |||
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#2
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I don't see this working for the reasons I outlined with my first response to this thread, and that others have echoed. At this point, I can pretty much pledge that if this system gets put in place, we're going to have a raid force in the dragon's lairs at the earliest possible spawn time, every time, and I'm absolutely sure trans would do the same thing. Back to square one.
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#3
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My two ideas
1) Multi-spawns. Set up naggy / voxx etc to respawn every 24 hours, but break out bans for any person / guild that kills it more than once every 7 days. You could set up database development to handle the monitoring of this by adding tracking factions to the raid mobs and keep change logs on these factions on a per character / guild / ip basis to ensure that each person / guild only gets one shot at loot each week. It would be a little bit of development work up front, but it can't be more than babysitting the guilds every week. Also this would allow up and coming guilds shots to learn and enjoy these encounters without impeding vet raiders. Also would allow for more friendly competition where the guilds can track their kills every week on a kill board or whatever. 2) Remove all raid mobs for the next 2 months to let these guys get perspective on how stupid their dickwaving's are. | ||
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#4
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Spawn variance will just result in 24 hour camps at targets like what was happening before, which for some reason on this server warrants you the right to get first attempt on said mob.
If you want spawn variance, it'd have to be 7 days with a +-48 hour variance in an attempt to deter camping raid mobs. | ||
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#5
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First to engage I believe SUPPORTS "self-policing." It's not hard to see who is first to engage. I don't agree with this whole image of us having to, "find a solution and stick to it" Wenai..
__________________
[ANONYMOUS]
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#6
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I think if we were to do this, a 24 hour random spawn timer or even a 48 hour random spawn timer would still result in people "camping" a raid mob.
It seems that we have adhered far too strictly to this magical 7 day respawn timer like it was spelled out by God himself, for dragons and gods respawn timers. If we are already going to meddle with the spawn timer to appease the masses, why don't we lift this artificial 7 day timer and make it anywhere from as short as say a 3 day timer to maximum of a 11 day timer (7 days on average) and anything else inbetween as a possibility. Heck, you could do anywhere from 5 days to 12, 4 days to 11, 3 days to 20, I don't know, but at least it would be random. Yes, if it was nearing the final days of possibility for the respawn timer (whatever we decide on), we would see the guilds coming out of the woodwork to stake claim to that mob and we would have the same issue we had before (who had 15 people or whatever there first), but at least there would be some randomness in those first days of the respawn timer, and provoke some level of competition, instead of metaphorically camping Raster of Guk for 36 hours. Just one idea. Trash it if you wish. | ||
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#7
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#8
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I know this doesn't really help with the idea of catching who tagged the raid mob first but to deal with people just sitting in the zone for far too long with a raid force how about just enabling some anti AFK code that disconnects you after 1 hour of AFK or something like that?
Another thing that could be useful is to move people to the safe point that the succor spell does(I know succor is not classic) if they disconnect via AFK in certain zones. This would prevent people from allowing themselves to disconnect at spawn location of raid mob and then just logging back in. You could then have a policy where if someone stayed connected and in the same zone for more than 12 hours(you could make this longer) straight you could slap a temp 1 day ban/suspension on the account. If someone stays connected for more than 12 hours straight in the same zone then that person is either using some sort of macro software or they need to have a break from EQ forced upon them.
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Firal - Erudite Magician
My Classic EQ info sourceJust to avoid waiting for archive.org to load focused on zone item listing and zone map. | ||
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#9
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Classic EQ 2: Cruise Control
I'm sarcastic 95% of the time, but I'm very glad to see you getting involved on how we can find a fix to this situation Nilbog. Unfortunately, it seems the Classic EQ concept is already long gone. I like a lot of the ideas proposed above to help avoid conflicts between guild, but it's another step away from the Classic EQ experience. I'm sure a good part of the reason SoE implemented spawn variance is because of this. They also eventually added instances to completely avoid it. A big missing classic feature is patch day raids. I can understand the need to change the spawn times of raid mobs to be static, regardless of server resets, when the server was rather unstable and with the often reboots, but now that we seem a little more stable would it be possible to revert back to the classic system? This could add slightly more content for us all and it would usually go to the guild quicker to mobilize. I'm just getting really torn up about how the end game is progressing(or not progressing at all). The lack of content is putting a lot of stress on all the people who are just waiting for new content. | ||
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#10
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I dont mind the Idea but a 48 hour window is simply to small....I think if you want to have no interaction then you keep your basic ideas but make the spawn window larger.
At 48 hours both guilds will just camp there with 15 people and then youll be left with sorting that crap out again ...basically the same spot your at now.... Might I suggest maybe a spawn timer between 5-10 days and make a window of popping that is large enough to detur 24/7 camping by the guilds....And yes i realize this means less overalll spawns ...but so what ...... Blaine Brokenhammer | ||
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