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  #241  
Old 12-27-2013, 07:50 PM
Alarti0001 Alarti0001 is offline
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Originally Posted by Yinikren [You must be logged in to view images. Log in or Register.]
I am glad tmo is at least on the table with this decision so that of course is a huge plus.

Doesn't stop the fact that TMO/IBFE getting 80+% of the encounters is still a monopoly though. I liked Deru's 2 hour 2 guild rule, but that still leaves everyone to compete with whatever week TMO and IBFE don't have people camped at each target. FTE wars are garbage and everyone knows this.

The bag limit where guilds need to actively pick and pursue targets they need in a week, while leaving others up because they have to, seems like a good choice on paper for limiting mobs per guild, which is the entire reason we are having this discussion.
3 guilds getting 80% of the kills is not a monopoly by the very definition of monopoly.
2 guilds getting 80% of the kills is not a monopoly. 1 guild getting 80% of the kills is pretty close to a monopoly.
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It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
  #242  
Old 12-27-2013, 07:50 PM
Alarti0001 Alarti0001 is offline
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U ex-military alarti?
yea
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It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
  #243  
Old 12-27-2013, 07:51 PM
Valoril Valoril is offline
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It continues to be an aggravating realization among CSR staff that 10% of the server population causes 90% of the problems. We are all for competition, but it needs to be fair competition. We are also all here for the same thing, to experience classic Everquest. The same guild monopolizing raid content for 2 years that they might not even need anymore is ridiculous, just to block other guilds from the chance of gearing up to take on the same end game content.
I don't post much here but this issue is obviously an issue for everybody so I read this whole thread.
My impression is that it is 5 or 6 persons, always the same, who didn't really understand the above quote and seem to be somehow convinced that they are deciding about what will be and what will not be the rules on P99.

Somebody even wrote something in the sense "Rotation will never happen because I don't like it".
On the other hand there are some 10 guilds able to raid and I don't see them giving their opinions and votes here.

My suggestion : create a board section for Guild leaderships ONLY.
For each guild 2 representatives.
The names of the guilds are chosen by CSR for their ability to raid.
That makes about 20 people.
They discuss whatever they need to discuss and vote if some points need voting.
2/3 majority wins the vote.

As we were clearly told : Mods WILL enforce the decisions
This means that if the already mentioned 10% who cause 95% of the problems don't like the decisions of the majority they have only 2 options - either leave or obey.
Should there be despite everything still somebody who willfully breaks the rules decided by the majority, he gets banned.

With that the 10% that would potentially cause problems shrink to 0% within 1 month.
  #244  
Old 12-27-2013, 07:53 PM
radditsu radditsu is offline
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Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
You could even have server repops as freebies, not counting towards the "bag limit", since it would throw off whatever points balance would be calculated.

Another point to consider is the "extended overtime" variance would skew the ability to calculate a feasible points limit... would the staff consider at least removing that extended variance?

All of my points are on the basis of zero changes by the staff. Which I think they would prefer
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  #245  
Old 12-27-2013, 07:53 PM
quido quido is offline
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Given you know the average spawn times (3 and 7 days if you discount extended windows) it shouldn't be hard to figure out how many mobs you'll see a month on average. The only other thing that can mess with this figure is a full repop, and there seems to be a consensus that the normal distribution won't apply to such an event.
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  #246  
Old 12-27-2013, 07:56 PM
Jarnauga Jarnauga is offline
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Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
Another point to consider is the "extended overtime" variance would skew the ability to calculate a feasible points limit... would the staff consider at least removing that extended variance?
Please please please remove the extended variance. It has failed removing the poopsocking (see VS), which was the whole point. It also bring less raid targets in the end, and we're actually talking about getting more targets to more people.
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  #247  
Old 12-27-2013, 07:57 PM
Clark Clark is offline
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  #248  
Old 12-27-2013, 08:01 PM
radditsu radditsu is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
Given you know the average spawn times (3 and 7 days if you discount extended windows) it shouldn't be hard to figure out how many mobs you'll see a month on average. The only other thing that can mess with this figure is a full repop, and there seems to be a consensus that the normal distribution won't apply to such an event.
I honestly don't know how much variance has messed with the average spawn over time. Especially extended windows.

You would think almost none but I bet there is at least a nudge toward less spawns per month
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  #249  
Old 12-27-2013, 08:06 PM
Yinikren Yinikren is offline
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Points cost system would work fine with variance gone and bonus weekly repops not counting towards the cost for guilds each week - they are free mobs.

To the guy who said it wouldn't change anything because the mobs would only equal 90 points or whatever (on my phone at work, sorry for not looking) - it won't. Mobs should equal 4-500 points or so altogether. That gives 4-5 guilds 100 points worth of raiding a week, and that means there's even more mobs to go around for the guilds that don't reach their cap. Trak and Epic mobs could be 50 points each - meaning by default no guild gets more than 2 a week. Points costs could be scaled down when velious drops because of the influx of raid mobs. ST key mobs could be 40, for instance, limiting guilds to 2 key mobs a week and at the expense of other loot mobs. Epic mobs and loot mobs could drop to 10-25 points each because there will be a ton more encounters and epics won't be so bottlenecky. The system can constantly be adjusted to limit the number of times a week a guild can eat from the mob pie.
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Look, I really want to make this better for the nonhardcores here. But if a small faction of people is going to cockblock progress because they're not getting exactly what they want.....
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  #250  
Old 12-27-2013, 08:14 PM
radditsu radditsu is offline
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Originally Posted by Yinikren [You must be logged in to view images. Log in or Register.]
Points cost system would work fine with variance gone and bonus weekly repops not counting towards the cost for guilds each week - they are free mobs.

To the guy who said it wouldn't change anything because the mobs would only equal 90 points or whatever (on my phone at work, sorry for not looking) - it won't. Mobs should equal 4-500 points or so altogether. That gives 4-5 guilds 100 points worth of raiding a week, and that means there's even more mobs to go around for the guilds that don't reach their cap. Trak and Epic mobs could be 50 points each - meaning by default no guild gets more than 2 a week. Points costs could be scaled down when velious drops because of the influx of raid mobs. ST key mobs could be 40, for instance, limiting guilds to 2 key mobs a week and at the expense of other loot mobs. Epic mobs and loot mobs could drop to 10-25 points each because there will be a ton more encounters and epics won't be so bottlenecky. The system can constantly be adjusted to limit the number of times a week a guild can eat from the mob pie.
You cant hope for variance changes or repops. Unless rogean says they will do so. It makes sense to use real numbers in a senario as it stands today.
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