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Old 01-18-2011, 11:28 PM
Icecometus Icecometus is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
I didn't read pretty much any of this thread, but I will say:

To simulate a patch day respawn, you actually need to have.. a patch day.

We don't have patch days.
That is why they must be simulated. How long was the average time the servers would be down for a patch? 3 or 4 hours?
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Old 01-18-2011, 11:32 PM
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Originally Posted by Icecometus [You must be logged in to view images. Log in or Register.]
That is why they must be simulated. How long was the average time the servers would be down for a patch? 3 or 4 hours?
If I remember right, patches would start at something like 8am EST, and we would get an estimate of how long it would take. Again, if I remember right, that estimate was hardly ever accurate and and could end an hour or two early or late.

I doubt any guild would be opposed to simulated patch day repops, or be opposed to them happening at different times(randomly) so that the EU players we have don't get totally screwed.
  #3  
Old 01-19-2011, 01:20 PM
Teensy Weensy Teensy Weensy is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
I didn't read pretty much any of this thread, but I will say:

To simulate a patch day respawn, you actually need to have.. a patch day.

We don't have patch days.
Hence why I recomended a percentage. There have to be some original patch notes so it is possible to tell how many patches happened or at least close. I'm no programmer so I could just be talkign tard here, but couldn't we just see what percentage more pops were on live than on here and just increase the major boss timers by said percentage? Say over a year CT would spawn X amount of times on live. And at max under perfect circumstances on P99 he will spawn 52 times. So on live under perfect circumstances you would have 52 chances + X amount of patch days. Yes I realize it is all ballpark figures, but we aren't trying to reinvent the wheel. Just trying to get as many opportunities as you would have on live. Once again, I am not a programmer, but I did stay at a Holiday Inn Express last night. Well that's nto true either. But I still think my theory is sound. And for the love of Jeebus don't ever tell anyone what the timers are. Let's actually race to mobs instead of getting out the poopsock.
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Old 01-18-2011, 01:47 PM
Mcbard Mcbard is offline
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For what it's worth in this very old thread: I loved racing to mobs after patch day! Racing to mobs was so fun back in the day, and sure beats the current "poopsocking" situation where sitting or logging out at mob spawns for half a day at a time is expected.
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Old 01-18-2011, 01:54 PM
guineapig guineapig is offline
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The point was to guarantee that no guild could monopolize all raid content.

The method would be that each raid boss, when spawned would have a chance to spawn all other raid bosses. The % chance of this happening can be open to debate.

This would ensure that raid guilds still had to use trackers (instead of simply camping a target 1-2 days before you know it's due with 15+ people).

It would also ensure that on these "special days" a raid guild would have to decide which 1 or 2 targets they are going to go for, leaving the other targets up for grabs for the other guilds on the server.

End result: More fun for everybody.

No actual patch of any kind is necessary to relive the classic experience and the simultaneous pop of all raid bosses once every 12 days or so (arbitrary number) would not be tied in any way to the server being brought down. ( On a side note, back in classic, patch days happened at least once a week.)
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Old 01-18-2011, 03:09 PM
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Ginea had a good idea that each boss spawn could have a chance to spawn others, but I still think simulated (thats the key word there... Rogean) patch days, while removing variance would be necessary.

Back on live, a patch happened, everyone got on and raced to the other bosses. If no patches happened during the next week, then all the week long spawns happened within the same time period, making it near impossible for a 15 man poopsock to take out all bosses.

-->simulated<-- key word there. It's been brought up before a script could do it.
  #7  
Old 01-18-2011, 05:19 PM
Daldolma Daldolma is offline
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IMO, any solution that eliminates the practicality of a raid-force waiting on a mob to pop works for me. Don't care if it means a gigantic variance for every raid mob, a simulated patch day, PvP raid zones, or whatever other idea anyone comes up with.

What kills the end-game is the fact that certain guilds amass to park 100 people on top of a raid mob's spawn point before it even pops. Any solution that would make it impossible to predict the pop time is what I'd want. Variance can work, if it's big enough. If you've got Vox, Naggy, CT, and Dojo all with open windows, the practicality of poop-socking is eliminated. Guilds can either compromise or race. That's the way it should be.
  #8  
Old 01-18-2011, 05:37 PM
Akame Akame is offline
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Quote:
Originally Posted by Daldolma [You must be logged in to view images. Log in or Register.]
Variance can work, if it's big enough. If you've got Vox, Naggy, CT, and Dojo all with open windows, the practicality of poop-socking is eliminated. Guilds can either compromise or race. That's the way it should be.
The practicality of it may be eliminated, but with nothing better to do at level 50 they will still do it. I would actually be in favor of smaller variance and shorter spawn times to make up for the lack of patch day re-spawns. If it's 1 spawn on patch day and then 1 five day reset, with another patch day two days later to restart the cycle... That's 2 boss spawns in a 7 day period.

On P99 that could look like bosses on timers of 3.5 days with a 6 hour +/- variance to give some benefit chances to the euros, that fixes the number of bosses in a 7 day cycle though it still wouldn't give you the server wide bum rush to the bosses, but nothing comes to mind to make such a feat easy on this server.
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  #9  
Old 01-18-2011, 05:48 PM
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If the GM's would write a script, or allow someone else to write a script to simulate patch days the rest could almost all be handled by leaders/officers of raiding guilds.

As it stands now the raiding scene isn't even remotely close to classic. And this is going to get even more apparent when people are attempting to get VP keys off a 7-9 day trak spawn since I rarely notice variance occurring early.
  #10  
Old 01-18-2011, 05:45 PM
guineapig guineapig is offline
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Quote:
Originally Posted by Daldolma [You must be logged in to view images. Log in or Register.]
IMO, any solution that eliminates the practicality of a raid-force waiting on a mob to pop works for me. Don't care if it means a gigantic variance for every raid mob, a simulated patch day, PvP raid zones, or whatever other idea anyone comes up with.

What kills the end-game is the fact that certain guilds amass to park 100 people on top of a raid mob's spawn point before it even pops. Any solution that would make it impossible to predict the pop time is what I'd want. Variance can work, if it's big enough. If you've got Vox, Naggy, CT, and Dojo all with open windows, the practicality of poop-socking is eliminated. Guilds can either compromise or race. That's the way it should be.

We already have variance, it's just hasn't been much of a deterrent. Unless you have code implemented to cause multiple raid targets to spawn at the same time the odds of it happening by chance (from variance code) is practically nill.

In other words, giant guilds and/or zerg forces that tend have 50+ people online at all hours of the day will always have a chance to lock everyone else out of certain content permanently.

And I will say it one last time: This is what all guilds had to deal with on live. Nobody was able to have a monopoly because they had to pick and choose targets on patch days.
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