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Old 05-23-2013, 07:26 PM
quido quido is offline
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Server second Naggy - #2 guild shows up fourteen hours early to poopsock it.

Explain to me how that is working.
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  #362  
Old 05-23-2013, 07:27 PM
kotton05 kotton05 is offline
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My god removing variance is not the answer.
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Old 05-23-2013, 07:28 PM
quido quido is offline
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My proposal is variance of a different flavor. I personally liked the "halving the windows" idea, but similar to the window extensions, I think the "0.29% chance to spawn every 30 minutes" system would discourage socking more than any solution that has been proposed.

Or do you want 250 people parked on every spawn every single time, Zephany? That's what you're proposing, dumbfuck. No one gets to actually fight the mobs any more. Everything will die in 5 seconds.
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  #364  
Old 05-23-2013, 07:30 PM
Tiggles Tiggles is offline
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Can we move this thread to RNF already?
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Old 05-23-2013, 07:30 PM
kotton05 kotton05 is offline
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That's roughly once a week? Give or take?

Not to bad. But would like to see the epic mobs with a pre variance so they're not even more of a bottle neck maybe
  #366  
Old 05-23-2013, 07:31 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
Server second Naggy - #2 guild shows up fourteen hours early to poopsock it.

Explain to me how that is working.
To straight up remove variance, the 15-on-the-spawn poopsocking rule would have to be removed and just go with straight FTE. And lets be straightforward about this: the new ruleset would suck. 300 people show up 10 minutes before, buff, and annihilate said target. The hope is that it would suck so bad people would rotate [You must be logged in to view images. Log in or Register.]

Like I've been saying for over a year now:

1. Simultaneous repops 1x per week
2. Ban trains in VP (so that TMO/FE have to go to VP rather than Trak/VS)
3. 1 hour notice before repops

Monitor for a few months and see. If necessary

4. Prevent people from logging on to more than one 'raid' account during the repop
5. Anti-camp-out code which makes people relog at the zone in

and if really necessary

6. Tokens.
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  #367  
Old 05-23-2013, 07:32 PM
quido quido is offline
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The 15-on-spawn rule is/was removed.

There's too many serious people crowded into one server for that to be a realistic solution, Loraen. It would just be a shitshow forever. Rotations across the board are fucking stupid anyways.
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Last edited by quido; 05-23-2013 at 07:34 PM..
  #368  
Old 05-23-2013, 07:33 PM
Wiwi Wiwi is offline
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I too think the raid scene on this server is complete shit (and has been for far too long).

This is a PVE server, ie Care Bear central. All non-raid encounters require play-nice policy, but when it comes to raiding there's no more nice to be had, it's all Mad Max and the Thunderdome.

I agree with 99% of what Skope has pointed out. I don't know him at all, but his posts are pretty well thought out and I found myself nodding my head as I read.

I've had a dandy time with this server, as long as I turn a blind eye to the raiding aspect. Unfortunately, it seems like the devs are doing the same thing.

Nilbog, this server is the coolest EQ emulator hands down. People like Skope or anyone else who has spoken out about the toxic raiding scene does so (in most cases) because they care about the health of the server.

Try some different things. Drop variance. Institute new raiding rules on a limited basis to see how things pan out.

Thank you for this server and for bringing back one of my favorite gaming experiences.
  #369  
Old 05-23-2013, 07:41 PM
Vianna Vianna is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
Server second Naggy - #2 guild shows up fourteen hours early to poopsock it.

Explain to me how that is working.
It is classic that is how. Tracking a mob for 40 hours is the same thing just one person at a time doing it. There should be no advantage simply because you have more people to log in at 3 AM than another guild. That just sways the competition and sides with the large guilds. It undercuts the guilds that are willing to put in the same amount of time as your trackers for a mob. Honestly most guilds aren't going to be able to sit at a mob continuously for 14 hours non stop and still be able to compete for every raid mob in game. But allowing a guild to do it for one mob they need to help their guildies finish epics is not out of the question. TMO and any guild that tracks or knows the spawn timers will still get the majority of the raid mobs. Heck they could still get there on time to FTE for the socked mob. But the system in place now makes it almost impossible for some guilds to compete for what they need based on a system that isn't classic.

Supporting a system to heavily favors you I understand Jeremy. But saying the other way isn't fair is flat out wrong. Time investment by people is what both systems work on. One with trackers and one with people willing to sit at a spawn. Look at the last Inny. We just found out today we had FTE on that mob 3 days later. How is that working ? I mean 3 guilds were up there when he popped and ready to kill it based on the current system with trackers up there that saw the mob pop. A few bad pulls and wipes later the mob died and you guys looted and ported out.....3 days later we finally learn who actually should have looted that mob.
  #370  
Old 05-23-2013, 07:45 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
The 15-on-spawn rule is/was removed.

There's too many serious people crowded into one server for that to be a realistic solution, Loraen. It would just be a shitshow forever. Rotations across the board are fucking stupid anyways.
We have a shitshow now.

Anyway as I said I think server resets are a better solution.
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