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  #111  
Old 12-30-2013, 05:04 PM
falkun falkun is offline
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I think the point system will work with smaller variance (+/- 4-12 hours instead of 48), but zero variance will not benefit this system. But then I don't see variance ever being completely removed, as it also benefits P99's worldwide population to have pops at all times of day.
  #112  
Old 12-30-2013, 05:09 PM
DrKvothe DrKvothe is offline
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Quote:
Originally Posted by Buriedpast [You must be logged in to view images. Log in or Register.]
I'm IB, for reference.

Not that it should matter.

But this is, I'll say again, just excellent. The numbers need attention, but the basic principle and execution are so simple and easy to police.

For others, this is the kind of thing Rogean wants.
He doesn't want a rotation.
He doesn't want two guilds alternating 12 of 15 raid mobs.
He doesn't want petitions about convoluted shit.
He doesn't want poopsocking
He doesn't want huge tracking and extended variance windows
He doesn't want to have to code in policing for stupid raid rules.
He doesn't want to have his staffs time wasted by endgame guild crap. The 10/90 rule.

This is by far the most stable and fair I can see to meet his requests and requirements, to limit Gm interaction, and to make things absolutely white and black... Except poopsocking: just don't.
Well said.

Keep in mind that Velious is coming, and that a drastically changed server will require redefined raid rules. When velious gets here, there will be content that FEIB and TMO can handle but nobody else can. Should they be penalized for not letting the raid mobs sit around unengaged? Of course not.

I think that in the relatively (compared to the age of this server) short time until Velious, the point system is simple and effective enough. It also should be fairly simple for guild leaders to hash out the details before Rogean wtfpwns everyone for being asshats.
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  #113  
Old 12-30-2013, 05:16 PM
falkun falkun is offline
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Winga, that's the point of the system: if you are doing more rewarding content, you are leaving less rewarding content for others. But if people wanted to address your comment, a simple rule stating "no bag points are spent if the mob is killed after X hours" would cover that base.
  #114  
Old 12-30-2013, 05:24 PM
Yinikren Yinikren is offline
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I agree with the variance issues - there needs to be some, but a 4 day window is probably unnecessary and would fuck up a weekly schedule. Removing extended windows would help, and give all the 7 day mobs a 5-7 day spawn time for people to watch for. This way nothing can extend past a week and fuck up the system. If anything, the occasional week where VS or another highly contested spawn would end up popping twice a week would help out the guilds who haven't capped their points by tuesday by killing mobs as they spawn.

I like Falkun's idea of remodelling the points. I am thinking each guild gets something like 5 points a week. If PD, Trak, and Nodrop epic mobs are 2 points each, and everything else is 1, then that gives a guild the ability to kill 5 loot mobs, 3 loot mobs and a key/epic, or two keys/epics and a loot mob each week.

I am glad for all of the positive discussion towards this idea. If there is a disadvantage to it, I don't see it.
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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.....
Abomination Snowman - 60 Grave Lord
Proud owner of Innoruuk's Curse that did NOT come from TMO's bank or RMT.
Niluvien Forestwalker - 52 Ranger
Russled Jimmies - 54 Wizard
Last edited by Yinikren; 12-30-2013 at 05:35 PM..
  #115  
Old 12-30-2013, 06:12 PM
Scoresby Scoresby is offline
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I like the idea and think it does settle a lot of the concern from the staff, however in the interest of keeping it simple why not make all kills worth the same. So each guild gets 5 kills a week, does it matter that easy targets are equal to Trak/VS/PD? I think not. This simply means the top tier guild on the server gets the lion's share of loot (i.e. prime targets) and you can bet your 4th through 6th guilds won't fill out their limit and might be lucky to get a kill or two from the least significant targets.

This change at least keeps the system very simple so you don't need to debate what should be worth specific points and let the desirability of the target dictate whether a guild spends their points on it or not. The only thing left open is how many kills you get a week (4-6 seem like arguable values for the current content) to create a spread amongst raiding guilds.

All-in-all, the main concept here is a big step in the right direction in my opinion.

-Stinkie
Last edited by Scoresby; 12-30-2013 at 06:19 PM..
  #116  
Old 12-30-2013, 06:18 PM
Garguren Garguren is offline
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I don't think the variance is a absolute terrible thing, i would just like to see it something more manageable. Say a 1 day +/-. This still makes it a bit random so you cant just be sitting in place when you know its gonna spawn (say exactly 96 hours after last death).
  #117  
Old 12-30-2013, 06:29 PM
Utmost Utmost is offline
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Through all this I just don't understand that if another guild wants to kill a mob that some guild has on lock down, why don't they, if need be, level alts, camp them at the mobs, buffed, have a tracker watch for the spawn, text guildies when it spawns, log on and kill it? I'm pretty sure that sentence is grammatically correct.
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  #118  
Old 12-30-2013, 06:39 PM
Yinikren Yinikren is offline
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The entire point of the scoring system being weighted is so that guilds have to pick what targets are most useful to them that week. Making all mobs one point each not only ensures that the 10 most valuable mobs are on TMO/IBFE rotation, but only allows 3 1/2 guilds to raid (19 targets).

Having some mobs cost more than others makes the cost a factor in deciding what mobs each guild is going to contest.
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Quote:
Originally Posted by quido View Post
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.....
Abomination Snowman - 60 Grave Lord
Proud owner of Innoruuk's Curse that did NOT come from TMO's bank or RMT.
Niluvien Forestwalker - 52 Ranger
Russled Jimmies - 54 Wizard
  #119  
Old 12-30-2013, 06:49 PM
Scoresby Scoresby is offline
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I get that, just think it happens anyway and doesn't really add much except some added complexity to the system.
  #120  
Old 12-30-2013, 06:50 PM
DrKvothe DrKvothe is offline
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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Winga, that's the point of the system: if you are doing more rewarding content, you are leaving less rewarding content for others. But if people wanted to address your comment, a simple rule stating "no bag points are spent if the mob is killed after X hours" would cover that base.
Probably require a lot of policing and enforcement by the GMs. Another option is to just adjust the point values for the most difficult content. Rather than chewing through, say, half of a guild's points for content nobody else can complete, it could just cost them a quarter of their points or whatever. And that brings me back to the point of my previous post, which is that the point system is remarkably simple to manipulate to rebalance any issues seen as unfair by the community.
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