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Old 06-25-2010, 01:36 PM
Dawgrin Dawgrin is offline
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I just had a couple questions.
1. What is the definition of "Begin the fight"? Does this mean that the group represented by the person who got first aggro has 15 minutes to get a tank on the mob, and if the mob is not "controlled" by a tank within 15 minutes the mob becomes FFA?

2. Is there any time limit imposed after the fight has begun?

3. What happens if the fight has begun, but then control is lost, but aggro is not, say in the case of tanks losing control and the fight devolving into an exercise in kiting?
I liked the idea of each raid mob having a unique statement naming the person who aggroed them when they are initially aggroed. Not entirely classic but very much within the "spirit" of classic IMO
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  #2  
Old 06-25-2010, 01:46 PM
guineapig guineapig is offline
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Quote:
Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
I just had a couple questions.

1. What is the definition of "Begin the fight"? Does this mean that the group represented by the person who got first aggro has 15 minutes to get a tank on the mob, and if the mob is not "controlled" by a tank within 15 minutes the mob becomes FFA?
I would assume beginning the fight means doing something detrimental to the mob. Be it damage or debuff.

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Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
2. Is there any time limit imposed after the fight has begun?
I would assume it's either the mob dies or the raid wipes. As soon as the raid wipes the next guild can move in.

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Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
3. What happens if the fight has begun, but then control is lost, but aggro is not, say in the case of tanks losing control and the fight devolving into an exercise in kiting?
I'm pretty sure that the raid bosses all summon so I don't think kiting is an option. If this is incorrect however then it should be addressed. Honestly though if somebody is able to effectively solo or duo a raid mob to death than more power to them. They should not loose the target just because there's only a chanter cleric and necro left after the rest of the raid died.

However, if the only people that are left alive are FD or something like that then you have just completely wiped the aggro from your raid and lost your shot.


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Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
I liked the idea of each raid mob having a unique statement naming the person who aggroed them when they are initially aggroed. Not entirely classic but very much within the "spirit" of classic IMO
Agreed!
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Old 06-25-2010, 01:50 PM
Dawgrin Dawgrin is offline
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Quote:
Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
I'm pretty sure that the raid bosses all summon so I don't think kiting is an option. If this is incorrect however then it should be addressed. Honestly though if somebody is able to effectively solo or duo a raid mob to death than more power to them. They should not loose the target just because there's only a chanter cleric and necro left after the rest of the raid died.
What I had in mind when I asked this question was preventing some sort of stalling tactic where you would do very minor damage (not enough to start the mob summoning). and then kite it around for a couple hours til your raid is ready...
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  #4  
Old 06-25-2010, 01:55 PM
Dumesh Uhl'Belk Dumesh Uhl'Belk is offline
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Quote:
Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
What I had in mind when I asked this question was preventing some sort of stalling tactic where you would do very minor damage (not enough to start the mob summoning). and then kite it around for a couple hours til your raid is ready...
This should be covered by the provision to reduce the mob at least 5% in the first 15 minutes. That will trigger summoning on all mobs that can summon. It requires that the force engaging is actually trying to kill the mob, instead of just kite it. If someone can provide any examples of mobs that might still be a problem under this system, then we can consider modifying things to require that 5% damage is done every 10 minutes or something like that (which would indicate that the kiters are killing the mob, not just stalling), but I would prefer to avoid complicating the rules for something that is extremely unlikely or indeed impossible.

Cool, we're on the same page, I think.
  #5  
Old 06-25-2010, 01:48 PM
Dumesh Uhl'Belk Dumesh Uhl'Belk is offline
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Excellent Questions.... let me take them 1 at a time.

Quote:
Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
1. What is the definition of "Begin the fight"? Does this mean that the group represented by the person who got first aggro has 15 minutes to get a tank on the mob, and if the mob is not "controlled" by a tank within 15 minutes the mob becomes FFA?
This point deserves more discussion. I was not 100% sure I wanted to go with put a tank on it, because that might limit valid strategies for killing the mob. What if a force of 24 magicians showed up to take a mob? Perhaps, taking the mob below 95% health is an appropriate signal that the fight has begun?

Quote:
Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
2. Is there any time limit imposed after the fight has begun?
No. If they don't wipe or lose aggro, they can keep fighting until they do or the mob dies.

Quote:
Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
3. What happens if the fight has begun, but then control is lost, but aggro is not, say in the case of tanks losing control and the fight devolving into an exercise in kiting?
I'm inclined to give the same answer as question #2. Recovering from lost control without wiping is definitely related to skill at playing the game. I am against punishing that. Other guilds hanging around hoping for the first to fail, must wait until the first force actually fails, which I have defined as losing all aggro, or now, let's say failing to deal 5% damage to the mob over the first 15 minutes.

Quote:
Originally Posted by Dawgrin [You must be logged in to view images. Log in or Register.]
I liked the idea of each raid mob having a unique statement naming the person who aggroed them when they are initially aggroed. Not entirely classic but very much within the "spirit" of classic IMO
Thanks for your input.
Last edited by Dumesh Uhl'Belk; 06-25-2010 at 01:51 PM..
  #6  
Old 06-25-2010, 01:54 PM
Dawgrin Dawgrin is offline
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Quote:
Originally Posted by Dumesh Uhl'Belk [You must be logged in to view images. Log in or Register.]
This point deserves more discussion. I was not 100% sure I wanted to go with put a tank on it, because that might limit valid strategies for killing the mob. What if a force of 24 magicians showed up to take a mob? Perhaps, taking the mob below 95% health is an appropriate signal that the fight has begun?
That sounds like a good idea. That way the mob will have begun to summon and the fight will really be on.
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Dawgrit 85 Paladin of Erollisi Marr (Semi-Retired)
Dawgrin 28 Paladin of Project1999
Dawrit 12 Druid of Project1999
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