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Old 11-05-2013, 11:23 AM
SyanideGas SyanideGas is offline
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Originally Posted by Lojik [You must be logged in to view images. Log in or Register.]
What was the theory behind implementing variance? Was it supposed to solve some problem that existed? (FYI I'm not a part of the sock scene just curious)
Initially it was supposed to get rid of the socking, basically. But that doesn't stop anyone from what ive been noticing.
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Old 11-05-2013, 11:38 AM
Lojik Lojik is offline
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Quote:
Originally Posted by SyanideGas [You must be logged in to view images. Log in or Register.]
Initially it was supposed to get rid of the socking, basically. But that doesn't stop anyone from what ive been noticing.
Well from what I can see it doesn't really seem to be working, but perhaps it provides a more manageable workload for the staff, which is a plus.
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Old 11-05-2013, 11:38 AM
Ele Ele is offline
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Quote:
Originally Posted by Lojik [You must be logged in to view images. Log in or Register.]
What was the theory behind implementing variance? Was it supposed to solve some problem that existed? (FYI I'm not a part of the sock scene just curious)
Before variance there was static spawn timers. People would bring their raid forces at the mob 15 minutes before it spawned waiting for the boss and then fight over who actually gets the mob before and after it was killed. The length of time of waiting begin to increase from minutes to hours. During this time there was a first raid with 15 people at the spawn point rule. Who ever got 15 people to sit at a spawn point first would get first shot at the mob, so people would sit 15+ people at a spawn point hours and days in advance in order to claim the mob. GMs added variance to stop that and eventually did away with the 15 person rule in favor of a pure FTE rule, which resulted in pre-camping buffed raids, 24/7/365 trackers, DA/bladstopper/disc instant engages, and poopsocking for random spawning mobs.

Poopsocking paid off when the boss would reach the end of its 36-96 hour window (varies by boss, most are 96 hours) because the boss would pop by the end of the window. Then the GMs "accidently" added extended windows which randomly adds another 0-24 hours to a mob's variance window if it would have spawned in the last 15% of its timer. This extension will keep adding up each time a new spawn time is rolled and the spawn time is in the last 15%. This can result in an average 7 day spawn (5-9 days from last kill due to variance) in extending upwards of 12-14 days total time. This was supposed to be a disincentive for poopsocking, since you could no longer just wait the last couple of hours for an assured spawn.
  #4  
Old 11-05-2013, 11:23 AM
Tycko Tycko is offline
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To my knowledge, Rogean put in varience because he didn't want the raid scene consisting of 5-6 guilds waiting for a raid target to spawn at a known date and time. I don't think he cared about how the raid mechanics evolved as a consequence of this action.
  #5  
Old 11-05-2013, 12:10 PM
Aerar Aerar is offline
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I do think variance breaks more than it fixes.

If the idea is to give anyone a chance it certainly doesnt accomplish this, as the most hardcore guilds will just poopsock 24/7 and still end up with the mob.

What I would propose is that for the most desireable raid bosses the GMs keep a list and guild must sign up on the list.

I would also suggest that a failed attempt makes that guild have to skip their next turn on the list, this would keep the hardcore guilds somewhat happy as they would presumably fail less.

BUT because there is only ONE server I think an enforced rotation by GMs should be in place and no variance so that;

A: people dont have to poopsock
B: other guilds still get a shot at the top end loot
C: TMO already has their stuff they are just gearing alts so they can share the love until velius comes out, lets face it they will be the only ones taking on velius raid bosses at start because no one else has gear to do it.

Boom, problem solved
  #6  
Old 11-06-2013, 10:50 AM
justin2090 justin2090 is offline
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Quote:
Originally Posted by Aerar [You must be logged in to view images. Log in or Register.]
BUT because there is only ONE server I think an enforced rotation by GMs should be in place and no variance so that;

A: people dont have to poopsock
B: other guilds still get a shot at the top end loot
C: TMO already has their stuff they are just gearing alts so they can share the love until velius comes out, lets face it they will be the only ones taking on velius raid bosses at start because no one else has gear to do it.

Boom, problem solved
Sounds like Obamacare and Welfare. Hah Democrats! When will they ever learn?
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Old 11-05-2013, 12:12 PM
Elderan Elderan is offline
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I have a better idea...

As soon as a boss spawns it turns that zoned FFA PVP.

May the best players win... Problem solved.
  #8  
Old 11-05-2013, 12:13 PM
Rellapse35 Rellapse35 is offline
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funny thing is Red server has been crying for a variance forever thinking it will give casuals a better shot at a raid target.
  #9  
Old 11-05-2013, 12:14 PM
Elderan Elderan is offline
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Quote:
Originally Posted by Rellapse35 [You must be logged in to view images. Log in or Register.]
funny thing is Red server has been crying for a variance forever thinking it will give casuals a better shot at a raid target.
Yep, those crying for variance have no clue.
  #10  
Old 11-05-2013, 12:16 PM
Hawala Hawala is offline
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Quote:
Originally Posted by Elderan [You must be logged in to view images. Log in or Register.]
I have a better idea...

As soon as a boss spawns it turns that zoned FFA PVP.

May the best players win... Problem solved.
I actually think this idea is brilliant! +1

But I would also support a huge (4-5x) variance increase.
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