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  #1  
Old 01-19-2011, 12:19 PM
Shiftin Shiftin is offline
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I'm pretty sure "minority" is used loosely by rogean. Technically 49% of the server is a minority, but let's not pretend the players in these raiding guilds don't make up a material chunk of the long time and high playtime playerbase of the server.

The crazy CT race last month had over 1/3 of the server's population at the time in fear when CT was pulled, and that was after the 2 guilds who were clearing fear when CT popped had recovered their corpses and left the zone.

The underlying issue is twofold: The current system for repops is not classic, and that in turn is allowing dragon/god loot to enter the world at a much slower pace than it did classically.
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  #2  
Old 01-19-2011, 01:09 PM
Hobby Hobby is offline
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Only CT spawns the entire zone
  #3  
Old 01-19-2011, 01:14 PM
Hobby Hobby is offline
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I am a fan of completely random pops..7 day varience. Mob pops, as soon as it dies the window opens again and closes 7 days later unless it pops before then.


But, unfortunately, that might cause too many God's spawning...Potentially having a God/Dragon every single day, multiple times a day.
  #4  
Old 01-20-2011, 01:09 AM
Noser Noser is offline
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Quote:
Originally Posted by Hobby [You must be logged in to view images. Log in or Register.]
I am a fan of completely random pops..7 day varience. Mob pops, as soon as it dies the window opens again and closes 7 days later unless it pops before then.


But, unfortunately, that might cause too many God's spawning...Potentially having a God/Dragon every single day, multiple times a day.
I like this idea as well. Id rather see more god loot on the server then dealing with the current poopsock situation. If its random though you would think it would tend to average out around 3-4 days per.
  #5  
Old 01-19-2011, 06:57 PM
Massive Marc Massive Marc is offline
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simulated patch days with variance is the way to go. trust me.
  #6  
Old 01-20-2011, 12:41 AM
Uthgaard Uthgaard is offline
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The biggest problem that I see is with the mentality those of you who want to compete are approaching this with. The current system lends itself to the truest free-for-all competition, for anyone willing to put forth the effort. If you had everything spawning at the same time, you would instead be complaining that {insert desired target} is always chosen by {DA or IB}.

When players compete for a mob with a known window coming up, their perception is that it's not their problem that they couldn't reach a resolution on their own, it's our problem for deciding who was merited the kill.

When players want to lobby for a different system of mob spawning, their perception is that it's not their problem to solve with creativity, cooperation, and cunning problem-solving skills, but that it's our problem to re-arrange the entire system to suit the latest complaint.

Spotting a problem doesn't take any special talent. It's one of the most base aspects of human nature. So is pleading for an advantage, or expecting someone else to solve that problem for you. But what does take special talent, is solving that problem yourself.

And not just saying 'I think this should happen because I don't like what's happening now', but really thinking through the consequences of what would happen if it was changed. Live is a perfect example of listening to short-sighted self-interest.

From a developer standpoint, we can reasonably take ownership of a problem when a player has no ability to solve it themselves. This is not one of those situations. We don't really give a shit who gets the mobs. If you perceive this to be a problem: Brainstorm. Collaborate. Compete. Raid targets are a scarce resource. If you want them badly enough, you will approach it with realistic expectations, find a way to compete for them, and persevere when you fail.

If you expect a higher authority to solve your every problem, and cede all personal responsibility, and externalize all blame, take the time to read this over.

In PDF

On Kindle


It's public domain, and both of those links are free. Read it while you're shitting in your socks.
  #7  
Old 01-20-2011, 12:46 AM
Lazortag Lazortag is offline
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Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
The biggest problem that I see is with the mentality those of you who want to compete are approaching this with. The current system lends itself to the truest free-for-all competition, for anyone willing to put forth the effort. If you had everything spawning at the same time, you would instead be complaining that {insert desired target} is always chosen by {DA or IB}.

When players compete for a mob with a known window coming up, their perception is that it's not their problem that they couldn't reach a resolution on their own, it's our problem for deciding who was merited the kill.

When players want to lobby for a different system of mob spawning, their perception is that it's not their problem to solve with creativity, cooperation, and cunning problem-solving skills, but that it's our problem to re-arrange the entire system to suit the latest complaint.

Spotting a problem doesn't take any special talent. It's one of the most base aspects of human nature. So is pleading for an advantage, or expecting someone else to solve that problem for you. But what does take special talent, is solving that problem yourself.

And not just saying 'I think this should happen because I don't like what's happening now', but really thinking through the consequences of what would happen if it was changed. Live is a perfect example of listening to short-sighted self-interest.

From a developer standpoint, we can reasonably take ownership of a problem when a player has no ability to solve it themselves. This is not one of those situations. We don't really give a shit who gets the mobs. If you perceive this to be a problem: Brainstorm. Collaborate. Compete. Raid targets are a scarce resource. If you want them badly enough, you will approach it with realistic expectations, find a way to compete for them, and persevere when you fail.

If you expect a higher authority to solve your every problem, and cede all personal responsibility, and externalize all blame, take the time to read this over.

In PDF

On Kindle


It's public domain, and both of those links are free. Read it while you're shitting in your socks.
So even if what you said was true, that both systems are equally shitty because guilds refuse to work with each other, shouldn't the system that's closest to being classic win out, even if only by a small margin?
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  #8  
Old 01-20-2011, 12:52 AM
Noser Noser is offline
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I really like the idea of having, not so much a simulated patch day, but just 1 day a week, totally random time and day when all the boss mobs spawns. I don't like static times or telling anyone when this may occur because that encourages poopsocking.

If this can be done while keeping the prior raid timers going, not crashing the server, and not making loads of work for the GMs then i think this would be a great idea.
  #9  
Old 01-20-2011, 02:45 AM
President President is offline
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Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
The biggest problem that I see is with the mentality those of you who want to compete are approaching this with. The current system lends itself to the truest free-for-all competition, for anyone willing to put forth the effort. If you had everything spawning at the same time, you would instead be complaining that {insert desired target} is always chosen by {DA or IB}.
Assumption, likely wrong.

Quote:
When players compete for a mob with a known window coming up, their perception is that it's not their problem that they couldn't reach a resolution on their own, it's our problem for deciding who was merited the kill.
Don't see how this is relevant with the current poopsocking situation. Whatever guild decides to sit on their ass longer likely gets the kill, unless there is a unfortunately and unlikely wipe.


Quote:
When players want to lobby for a different system of mob spawning, their perception is that it's not their problem to solve with creativity, cooperation, and cunning problem-solving skills, but that it's our problem to re-arrange the entire system to suit the latest complaint.
You mean when players want the system to be more along the lines of classic on a *gasp* classically recreated server? To bring back the fun of racing to get all the mobs instead of sitting around with 15+ thumbs up our asses?

Quote:
Spotting a problem doesn't take any special talent. It's one of the most base aspects of human nature. So is pleading for an advantage, or expecting someone else to solve that problem for you. But what does take special talent, is solving that problem yourself.
Nice attempt at condescending the player base.

Quote:
And not just saying 'I think this should happen because I don't like what's happening now', but really thinking through the consequences of what would happen if it was changed. Live is a perfect example of listening to short-sighted self-interest.
See every response above.


Not responding to the rest because it's pretty much irrelevant to the argument of making the server more like classic.
  #10  
Old 01-20-2011, 04:47 AM
Starklen Starklen is offline
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Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
The biggest problem that I see is with the mentality those of you who want to compete are approaching this with. The current system lends itself to the truest free-for-all competition, for anyone willing to put forth the effort. If you had everything spawning at the same time, you would instead be complaining that {insert desired target} is always chosen by {DA or IB}.

When players compete for a mob with a known window coming up, their perception is that it's not their problem that they couldn't reach a resolution on their own, it's our problem for deciding who was merited the kill.

When players want to lobby for a different system of mob spawning, their perception is that it's not their problem to solve with creativity, cooperation, and cunning problem-solving skills, but that it's our problem to re-arrange the entire system to suit the latest complaint.

Spotting a problem doesn't take any special talent. It's one of the most base aspects of human nature. So is pleading for an advantage, or expecting someone else to solve that problem for you. But what does take special talent, is solving that problem yourself.

And not just saying 'I think this should happen because I don't like what's happening now', but really thinking through the consequences of what would happen if it was changed. Live is a perfect example of listening to short-sighted self-interest.

From a developer standpoint, we can reasonably take ownership of a problem when a player has no ability to solve it themselves. This is not one of those situations. We don't really give a shit who gets the mobs. If you perceive this to be a problem: Brainstorm. Collaborate. Compete. Raid targets are a scarce resource. If you want them badly enough, you will approach it with realistic expectations, find a way to compete for them, and persevere when you fail.

If you expect a higher authority to solve your every problem, and cede all personal responsibility, and externalize all blame, take the time to read this over.

In PDF

On Kindle


It's public domain, and both of those links are free. Read it while you're shitting in your socks.
Based on this, I would think you'd support a virtually 'anything goes' ruleset where any or all agreements, actions, expectations, and/or resulting consequences are the business of players and guilds. With respect to this matter, I think your philosophy might actually be the best.
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