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#2
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On live, you KNEW what day nagafen and vox were going to spawn. I led pre-kunark raids here and we literally scheduled them on open forums. Usually, we could, even on non patch weeks, go straight from one dragon to another, because they both respawned in a small window that was predictable. Yes, they had a +/- 6 hours (or whatever depending on the mob, never remotely close to this level), but you could plan raid nights. On Tunare, by late velious / early luclin, we had 4? 5? guilds capable of downing most notable raid targets. They all had 40-50 members, some more casual than others, but you knew what you were getting into when you logged on each night because it was posted right there on our calendars "X Y and Z are probably up tonight, we'll kill some of that then maybe hit Q to farm some stuff". Variance here forces guilds to be far larger than they truly want to be, because you have to have enough people guilded in enough time zones to respond to mobs that spawned at completely insane times AND have the people to track for those mobs. If you don't, you don't get the mobs. It is a cold war-esque arms race that inevitably escalates to giant guilds sitting 50 people each on VS spawn point when nothing else is "in window" - something that was almost impossible on live because either lots of things could spawn or basically nothing due to patch days that reset spawn timers and small variance windows. Nilbog, I really hope this was nothing more than a tongue in cheek comment and you actually do understand the sociology of MMOs to some degree. There is more to what you describe as "the classic experience" than the pathing of greater skeletons. It's not a single player game. To the OP, you're re-writing history. DA/TMO and IB/TR had at least equal parts in the escalation of hostilities. The reason there is effectively 1 raid guild has significantly more to do with rogean, after 6 months of not doing the things he exclusively had the power to do, gave exclusive power to a GM who was more concerned with being liked by players than enforcing the rules in a consistent and accountable way. Going from Uthgaard to no GM to Amelinda getting both servers dumped on her and snapping far overshadowed any fun I was still having killing the same stuff every week. Everything I've read by ambrotos seems significantly more reasonable and level headed, which is why i'm back to logging in from time to time. I'm all for the server's continued existence, and as soon as velious beta goes live, i'll be right there every night on the test server, just like I was with Kunark, helping to get it ready to go. Cheers.
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Shiftin Anout
Formerly of Tunare | |||
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#3
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#4
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__________________
Skycloud Trademachine - Bard - <Europa>
Flasheart - Cleric - <Europa> Skyfury Thundermaker - Warrior - <Europa> <Europa> 2010 - 2015 To my fans! http://www.moddb.com/mods/ww1-mod-ar...ene-phone-call Hustle my haters! hustle! http://www.youtube.com/watch?v=kLDitGAUrno | |||
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#5
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So then make the variance shorter? It doesn't need to be 4 days long. No variance would suck, but it would be better than what we have currently.
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Also, if spawn times are unpredictable then having more players allows you to mobilize faster. If guild A has 200 players and guild B has 20, then assuming players in both guilds are equally skilled and equally good at mobilizing, then guild A mobilizes ten times faster simply because they have more players. In the time it takes for guild B to get 2 players to skyfire to kill talendor, guild A already has an entire raid force. TLDR: The variance is entirely at fault for every single problem with the raid scene, ever.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#6
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The players themselves have opportunities to change the raiding scene. They do not. | |||||
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#7
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There has been plenty of opportunities for other guilds to get raid mobs. | |||
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#8
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Lower spawn variance to anywhere between 2 hours to 1 day MAX (max variance length dependent upon difficulty of encounter).
Simulated "patch" days anywhere from 2 weeks to a month apart. Don't schedule them, at least not often, make it a surprise. Hell, make up some bullcrap "we fixed this" excuse. Or even just post old patch notes from Live. Could even have the EQEmu launcher update eqlsnews.txt and force the News window to display upon patch like Live did/does if you want to emulate legitimacy. Don't limit guild sizes. It's just stupid imo. In fact, I can only see that making this worse. Don't GM enforce rotations. But the players SHOULD take it upon themselves to set these up from time to time, and not just on an epic mob or two, and they shouldn't be permanent when set up. Maybe a month or two at a time before it goes back to FTE. Done.
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#9
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#10
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as for guild size on live I was in a 2nd tier guild on veeshan while dealing with foh coe cd etc and we often had 50 to 72... 72 being the max number on the in game raid window. I have seen 100 strong fear raids in classic...
what people consider zerg vary greatly depending on what they think raids should be.
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OG Moustache, respect... Xadion Von'Darkborn - Shadow Knight Cory Von'Darkborn - Ranger Brezner Von'Darkborn - Bard Watermelons Siliconmelons - Corpse/Shaman | ||
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