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Old 12-21-2013, 01:29 PM
Tasslehofp99 Tasslehofp99 is offline
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all about the unbuttoned/rolled up at the top jeans, guys
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  #2  
Old 12-21-2013, 05:07 PM
radditsu radditsu is offline
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Usually there are open dates or left up on a re pop to allow this.
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  #3  
Old 12-21-2013, 05:11 PM
Lazie Lazie is offline
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Quote:
Originally Posted by radditsu [You must be logged in to view images. Log in or Register.]
Usually there are open dates or left up on a re pop to allow this.
Yeah thanks for reminding me. They are rare here but they are also factored in.
  #4  
Old 12-21-2013, 05:25 PM
Frieza_Prexus Frieza_Prexus is offline
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The issues that generally exists with rotations are that they tend to operate by consensus which can be difficult to implement, they lead to inevitable bloat, and there tends to be a gatekeeper effect should the bloat be tackled. I was hoping to develop this idea more before bringing it up publicly, but I don't see the harm in doing so. Much of the tension throughout the life of the server has been the casual versus hardcore debate. It seems like the pendulum is swinging drastically in the other direction now.

My personal belief is that any system implemented should respect both sides to a fairly equal extent. I personally play the game for the thrill of racing to FTE a dragon. The rush and unpreparedness aspect makes the game exciting to me. However, I respect that the individual with a family and a demanding job also wants to experience at least a portion of the end game.

Basic Idea:

I think hunting limits for each guild would be an excellent solution, but it would work best with the introduction of simulated patch days with the variance remaining intact and the simulated patches being more strictly controlled in favor of lesser guilds.

Example #1:
No guild may kill more than, say, 10 targets each week. the week begins on Sunday and ends on Saturday EST. However, simulated repops are treated differently in that they are 1) announced 24 hours (or something) ahead of time 2) the hunting limits FOR THAT REPOP are 4 targets (or whatever is reasonable) per a guild. On a repop, no one guild may kill more than two targets that they kill on the previous repop.

The benefits for this system are that it still encourages competition for the hardcore crowd during the normal hours of the server while maintaining a regularly restricted environment wherein the more casual players can be guaranteed a fair and reasonable chance at content. If a guild wants to spend hundreds of man hours tracking, they may do so and reap a very large benefit during the normal week. During a repop, they are restricted to a small amount of high-value targets, and those targets will change somewhat between repops.

Example #2:
During the week a guild gets 10 targets and stops raiding. All other guilds are now free to take whatever targets they want without the pressure of the top guild hanging over them. Repop #1 occurs and the top guild takes out Trak, VS, PD, and Faydedar. A new week happens and the top guild resumes raiding to its maximum on any 10 targets. Repop #2 occurs and the top guild can kill 4 targets, but only TWO of the previous four from repop #1.

Conclusion:
This system simultaneously promotes two environments where both hardcores and casuals may see content. There is no oversight in determining who qualifies for a rotation, and no consensus or community input is necessary in running the system. It is self-enforcing, and minimal intervention is needed by the server staff to keep it operating. The key is that both camps (hardcore/casual) receive equal respect in that hardcores may "earn" greater rewards whereas the casuals are strongly protected thus ensuring they see certain content.
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Last edited by Frieza_Prexus; 12-21-2013 at 05:28 PM..
  #5  
Old 12-22-2013, 11:33 AM
Brut Brut is offline
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Quote:
Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
/Lots of stuff
Was thinking similiar stuff. Limit number of raid targets a guild can kill, and the lesser priority targets are going to free up naturally since guilds would need to prioritize on what they want the most. 10 is a bit high amount imo though - there's about 25~ targets that spawn per week (counting 3 from dojo cycle), and there's probably 8 guilds all of which have the potential to slay all but a couple of them. Hold onto "dont go for same target twice in a row", limit number of mob kills to say 6 per guild, kill site updates the guild that got it with timers of mob deaths, all's hunky dory.

Someone can ofc paint demons on walls about how guilds are going to split off into smaller guilds, and yes, they should. 100+ active player rosters =/= classic. Not all guilds would prob reach their max killcount every week; some would aim for the big ones, not get em, tough luck there's the competition aspect. And all this time Gore would roam around terrorizing Dreadlands half the week as he/she's supposed to!
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  #6  
Old 12-21-2013, 05:14 PM
Lazie Lazie is offline
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I threw that together in 3 minutes of typing off memory from the rotations we used. You guys can feel free to discuss it but it really was the best system I was apart of. Wealth got distributed equally based on how fast you progressed.
  #7  
Old 12-21-2013, 05:15 PM
radditsu radditsu is offline
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Or leave something up for x hours on an open date then its ffa.


Also here you need to factor in alt guilds who want to ruin a rotation. You need some sort of guild vetting process. TMO has an continues to use alt guilds. I am sure that will not go away. It would be used by many factions.
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  #8  
Old 12-21-2013, 05:34 PM
Lazie Lazie is offline
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I am biased I like my system. I like it for one specific reason though.. Any new players coming to the server that wants to form their own guild and progress. They have a path to do it. The only bottleneck is waiting their turn in a rotation and lets be honest this content and the Velious content is what the server is going to have for a long time. So people are going to get their opportunities.

The guilds at the top will still recruit better than the guilds at the bottom because they are already at the high end of the content. But if a guild wants to kill just Naggy and Vox and play casually they can keep their chars around 52 and do it to their hearts content.
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Old 12-21-2013, 08:18 PM
baramur baramur is offline
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Guild A kills Trak. Guild A can not engage Trak for 2 hours next spawn. Guild A kills this trak after 2 hour expires. Guild A cannot engage Trak at all next spawn. I suggested this long time ago. Works with any Mob or any guild combination. If any Guild kills a mob 2 out of 3 Times it mandatory another guild must have next kill. IF any 2 guilds get 4 kills in a row, BOTH guilds must sit out. Example: IB/FE 1st, TMO 2nd, IB/FE 3rd, TMO 4th, Both guilds must sit out 5th. You need some comptetion, and having a 100percent rotation kills all competition. But saying a guild can only kill X mob y number of times out of 5 spawns or something, frees it up for other guilds. Like saying ANY guild can only kill a mob 2 out of 5 times. This would mean one guild could monopolize only 40 percent of total content if they managed every single kill. Or you could make it 3 out of 5 i dunno, but the important thing to note would be no 2 guilds could get all 5 kills, so i think 2 out of 5 is plenty fair.
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Old 12-22-2013, 10:32 AM
Elements Elements is offline
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Quote:
Originally Posted by baramur [You must be logged in to view images. Log in or Register.]
Guild A kills Trak. Guild A can not engage Trak for 2 hours next spawn. Guild A kills this trak after 2 hour expires. Guild A cannot engage Trak at all next spawn. I suggested this long time ago. Works with any Mob or any guild combination. If any Guild kills a mob 2 out of 3 Times it mandatory another guild must have next kill. IF any 2 guilds get 4 kills in a row, BOTH guilds must sit out. Example: IB/FE 1st, TMO 2nd, IB/FE 3rd, TMO 4th, Both guilds must sit out 5th. You need some comptetion, and having a 100percent rotation kills all competition. But saying a guild can only kill X mob y number of times out of 5 spawns or something, frees it up for other guilds. Like saying ANY guild can only kill a mob 2 out of 5 times. This would mean one guild could monopolize only 40 percent of total content if they managed every single kill. Or you could make it 3 out of 5 i dunno, but the important thing to note would be no 2 guilds could get all 5 kills, so i think 2 out of 5 is plenty fair.
How does this work for dragons in VP where TMO and FE are likely the only ones that can kill them like Hoshkar? Does it just stay up indefinitely?
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