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  #621  
Old 10-24-2014, 05:44 PM
Reguiy Reguiy is offline
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Neither is the one wading thru gay porn gifs to make a halfassed insult.
Bahahahaah.
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  #622  
Old 10-24-2014, 05:46 PM
Duckwalk Duckwalk is offline
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Originally Posted by Lazie [You must be logged in to view images. Log in or Register.]
That is not what you typed at all. Nice backpedal off the statement though. Making one big guild would give them the numbers to compete in VP and really change the dynamic of the server. 8 individual guilds that are Class R currently is what would make them successful in the system I described. Being one guild is harder to maintain with 1 set of officers trying to kill what they prioritize.
Wtf are you talking about? You can't edit RnF.

The point stands that your only solution is a hypothetical fantasy world where everyone works together to oppose TMO. And only in that way do they get their fair share
  #623  
Old 10-24-2014, 05:53 PM
Lazie Lazie is offline
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Originally Posted by Duckwalk [You must be logged in to view images. Log in or Register.]
Wtf are you talking about? You can't edit RnF.

The point stands that your only solution is a hypothetical fantasy world where everyone works together to oppose TMO. And only in that way do they get their fair share
WTF ? Are you completely dense ? That is the like the message Class R guilds put out to the server. "We want to raid the way we want to in a system that suits us". They want the FFA repops now. Try to keep up. They have finally figured out that the system they pushed for actually hurt them worse. They are restricted from what they can go after. It isn't TMO or IB that stops those guilds from going after mobs. It's the classification of mobs and them not wanting to lose their rotation.

I pointed out if they had pushed for just an all FFA system with reduced variance and more repops they would already be killing more mobs than they currently do and over time attempt VP when they feel ready. They just make the repops their rotation. No raid system is going to give anyone "Their fair share". There is no way to measure a fair share between guilds that have 70 members and guilds that have 30 members. Your best bet is to always make a system that presents the same opportunity to everyone and let them earn it. IF Class R had remembered this they would be killing more than 33% of the mobs right now.
  #624  
Old 10-24-2014, 05:53 PM
Juryiel Juryiel is offline
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Originally Posted by Lazie [You must be logged in to view images. Log in or Register.]
Your moronic ramblings doesn't change what the problems were. It wasn't TMO. It was the variance. TMO/FE/IB were the only guilds that would sit through that variance tracking before the changes on mobs across the board. The cock block was never one guild outside of VP. It was the spawn timers that other guilds wouldn't commit to sit through. IF guilds had simply pushed for more repops and a reduced variance they would have came out better than the current system.
To me it sounds again that your various arguments depend on guilds getting the random sim-repop mobs in the window TMO/IB is tied up in VP (correct me if I'm wrong). I don't think you see that Class R guilds and players don't want to be on-call 24/7 until some sim-repop happens and batphone / wake up people in the middle of the night to try to get 10 mobs from TMO in the specific and limited time interval during which they could compete successfully.

I'd imagine that ideally, class R guilds would prefer to have mob pops known well in advance, and have the opportunity to kill them at their own time rather than at the time indicated by sim-repops. If I remember correctly, when I was on the Rathe server on live, we had player-made rotations on everything, and those rotations gave guilds I think a shot to down their rotation mob during their peak play time, not within 2 hours of a random repop while the top guild was busy with the top content. This made playing EQ a lot more manageable for people who don't want to make it their life. You can plan ahead of time which days and times to be on and have a relatively small guild with players that may only play a few hours a week still be able to down mobs by focusing their force during the expected pop of their rotations.

I think it's absolutely absurd right now that even class R guilds have to track their rotation mobs and have a limited window to kill them, which often may not fall during their normal play times, causing players to have to do things like batphone in the middle of the night, to get up from bed, log in, and kill a 15 year old dragon. It baffles me that players and GMs haven't come together in agreement on making this not be the norm on the server for most guilds, especially those in class R.
  #625  
Old 10-24-2014, 05:58 PM
Lazie Lazie is offline
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Originally Posted by Juryiel [You must be logged in to view images. Log in or Register.]
To me it sounds again that your various arguments depend on guilds getting the random sim-repop mobs in the window TMO/IB is tied up in VP (correct me if I'm wrong). I don't think you see that Class R guilds and players don't want to be on-call 24/7 until some sim-repop happens and batphone / wake up people in the middle of the night to try to get 10 mobs from TMO in the specific and limited time interval during which they could compete successfully.

I'd imagine that ideally, class R guilds would prefer to have mob pops known well in advance, and have the opportunity to kill them at their own time rather than at the time indicated by sim-repops. If I remember correctly, when I was on the Rathe server on live, we had player-made rotations on everything, and those rotations gave guilds I think a shot to down their rotation mob during their peak play time, not within 2 hours of a random repop while the top guild was busy with the top content. This made playing EQ a lot more manageable for people who don't want to make it their life. You can plan ahead of time which days and times to be on and have a relatively small guild with players that may only play a few hours a week still be able to down mobs by focusing their force during the expected pop of their rotations.

I think it's absolutely absurd right now that even class R guilds have to track their rotation mobs and have a limited window to kill them, which often may not fall during their normal play times, causing players to have to do things like batphone in the middle of the night, to get up from bed, log in, and kill a 15 year old dragon. It baffles me that players and GMs haven't come together in agreement on making this not be the norm on the server for most guilds, especially those in class R.

Uhm the rotation is not enforced by GM's any Class R guild can break that rotation whenever they want. They aren't restricted to killing mobs in a certain amount of time. They are just vulnerable to lockouts on mobs after they kill them once. Also no what I am saying is on sim repops the mobs that TMO/IB usually chase first are PD/VS/Druushk/Hosh because CT,Inny and Trak are time consuming to go after on a repop when everything is up. Class R guilds in a Full FFA system (There are 8 of them) Just choosing a mob in one zone. If they all 8 down the mobs in those zones they kill 10 mobs (Fear and Hate have 2 mobs each).
  #626  
Old 10-24-2014, 06:06 PM
Juryiel Juryiel is offline
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Originally Posted by Lazie [You must be logged in to view images. Log in or Register.]
Uhm the rotation is not enforced by GM's any Class R guild can break that rotation whenever they want. They aren't restricted to killing mobs in a certain amount of time. They are just vulnerable to lockouts on mobs after they kill them once. Also no what I am saying is on sim repops the mobs that TMO/IB usually chase first are PD/VS/Druushk/Hosh because CT,Inny and Trak are time consuming to go after on a repop when everything is up. Class R guilds in a Full FFA system (There are 8 of them) Just choosing a mob in one zone. If they all 8 down the mobs in those zones they kill 10 mobs (Fear and Hate have 2 mobs each).
I know it's not GM enforced and how class R rotations work, I'm not sure what you mean by that comment, as it doesn't seem to disagree with what I was saying.

And also, I'm not sure why you start your next statement with "Also no" and then proceed to agree with what I said. My point is, if sim-repops, during the time window you guys are tied up in PD/VS/Druusk/Hosh, are the only time class R guilds can get mobs in your hypothetical FFA system, that is actually horrible because 1). Sim-repops are unexpected and will likely fall when a good number of class R guilds don't have a force to do anything with and 2). The time window to even batphone a force online may be small (what, 2 hours?) before TMO/IB are ready to compete outside VP for guilds with smaller rosters. Again, not talking BDA/Taken here. There's also a 3) in that, the idea that people should be on-call in case a sim-repop happens is, as I said, absurd to me and the fact that players and GMs aren't coming together in unanimous agreement is baffling.
  #627  
Old 10-24-2014, 06:08 PM
Lazie Lazie is offline
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Originally Posted by Juryiel [You must be logged in to view images. Log in or Register.]
I think it's absolutely absurd right now that even class R guilds have to track their rotation mobs and have a limited window to kill them, which often may not fall during their normal play times, causing players to have to do things like batphone in the middle of the night, to get up from bed, log in, and kill a 15 year old dragon. It baffles me that players and GMs haven't come together in agreement on making this not be the norm on the server for most guilds, especially those in class R.
This is what I meant. They don't have a limited window and can track any R mob they want. It's because they choose to be on a rotation that they do.
  #628  
Old 10-24-2014, 06:10 PM
Lazie Lazie is offline
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Originally Posted by Juryiel [You must be logged in to view images. Log in or Register.]
I know it's not GM enforced and how class R rotations work, I'm not sure what you mean by that comment, as it doesn't seem to disagree with what I was saying.

And also, I'm not sure why you start your next statement with "Also no" and then proceed to agree with what I said. My point is, if sim-repops, during the time window you guys are tied up in PD/VS/Druusk/Hosh, are the only time class R guilds can get mobs in your hypothetical FFA system, that is actually horrible because 1). Sim-repops are unexpected and will likely fall when a good number of class R guilds don't have a force to do anything with and 2). The time window to even batphone a force online may be small (what, 2 hours?) before TMO/IB are ready to compete outside VP for guilds with smaller rosters. Again, not talking BDA/Taken here. There's also a 3) in that, the idea that people should be on-call in case a sim-repop happens is, as I said, absurd to me and the fact that players and GMs aren't coming together in unanimous agreement is baffling.

Really ? Because most the time now when we get out of VP the only thing left up on repops are Class C mobs. Maybe the larger guilds are killing 2. That still means though that Class R guilds in general would kill more without the class restrictions.
  #629  
Old 10-24-2014, 06:12 PM
Juryiel Juryiel is offline
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Originally Posted by Lazie [You must be logged in to view images. Log in or Register.]
This is what I meant. They don't have a limited window and can track any R mob they want. It's because they choose to be on a rotation that they do.
Right, I agree with you that this is partly class R doing but it seems to be out of necessity because isn't it also the case that class R mobs become FFA if not killed with in X time, where X time is less than 24 hours and may therefore fall during a window when class R guild has no force? So as a result class R tracks mobs to try to down them before that window is up, so as to keep them in class R, because class R itself already only gets 1/3 of mobs and they don't want to lose those to class C as well.
  #630  
Old 10-24-2014, 06:14 PM
Lazie Lazie is offline
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Originally Posted by Juryiel [You must be logged in to view images. Log in or Register.]
Right, I agree with you that this is partly class R doing but it seems to be out of necessity because isn't it also the case that class R mobs become FFA if not killed with in X time, where X time is less than 24 hours and may therefore fall during a window when class R guild has no force? So as a result class R tracks mobs to try to down them before that window is up, so as to keep them in class R, because class R itself already only gets 1/3 of mobs and they don't want to lose those to class C as well.
Not on repops. I mean they change class after 6 hours, but if a guild kills their bag limit they have to wait 6 more hours after that. So you have 12 hours usually before Class C can tough a Class R mob. On normal spawns they turn FFA after 6 hours.
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