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#1
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Quote:
Wall staring doesnt have to be the way raiders win these mobs ( though Everquest will always involve some form of socking as per Raev ). Variance @ 16 hours is the only thing that puts an imaginary glass ceiling between the hardcores and casuals. Change that variance to 2-4 hours and allow more guilds to contest. Lets play Everquest again !
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Eratani / Cleratani / Eratou / Stabatani / Flopatani / Eratii
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Last edited by Erati; 01-09-2017 at 02:01 PM..
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#3
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Why cant everyone just make the obvious decision here?
Everyone wants to raid and wants cracks at mobs. The only way this will happen is a 2 day re spawn with some kind of lockout for a re spawn or two. 5-10 hour windows depending on mob class (yes I just made mob class up). At this rate re spawns will likely happen with certain mobs still up. With this plentiful of a bounty there shouldn't be too much bitching. Lets end the bitch fest, unite, and make this shit happen. Everyone wants to raid. So, lets get everyone raiding. | ||
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#4
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Or such as Eratanis idea of greatly shortening the variance. I also believe that a 2-4 hour variance is a resolution with a 3.5 day respawn (for different time zones) and a one round lockout per mob.
Edit* We can then call this shit fixed and move on to a more fun and challenging game. | ||
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#5
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Glad to see what seems like a full 1/3 of the population online last night was having a blast in the p99 raiding scene instead of 50 people out of 1000.
Grats to the casuals. As an innocent by stander, I hope this leads to an actual change on the server instead of a day that is looked back on as what p99 "could have been" | ||
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#6
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Just turn every raid mob into a camp with a PH with a spawn time of 2 hours and a pop chance of 1/84. Require a presence at the spawn to claim the camp like any other camp. It'd be more in the spirit of classic EQ than anything at present.
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#7
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For once I think I would agree that the 16 hour variance is the problem here. I think that is the reason why the alliances largely exist in the first place because nobody wants to commit to such crazy hours of tracking. Even if they are not all spawning at the same time, 3-4 hours is still much more manageable than 16. I actually don't remember how this 16 hour spawn timer started and I have been on the server for some time.
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#8
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Consider yourself lucky. 16 hour variance is a blessing!
I think a combination of reduced variance (~8hrs) and more repops (1, maybe 2?) A month would help a lot of the frustration the lesser guilds feel. These changes shouldnt negatively impact the higher tier amd ensure more mobs in general. Regardless of who is "better" youre delusional if you think the raid scene is working well. Remove nonclassic variance(or shorten it) and add classic repops and youll see a happier raid scene and an increase in population. Or just keep doing nothing, whichever [You must be logged in to view images. Log in or Register.]
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Vetus ~ Tyrs ~ Draoi ~ Audios
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#9
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scheduled raiding!
each guild submits a schedule for the targets they want, and then a staff member comes by and pops the mob at the scheduled time, prepares tea, and hands out biscuits while providing gentle reassurances that everything will be OK | ||
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#10
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Free mobs vs more mobs
Your attitude is exactly why so many people have been dissuaded from this game, more specifically high end raiding. By enforcing the metric you prevent change. If you see yourself wall staring in shifts (lol) 2-3 years into Velious lol, have at it. Changes now preserve sanity later. To be clear im not saying give out handouts, there should still be FTE races. Personally i dont like the 1hr rule, but meh. Increased repops and reduced variance dont really negatively impact the server and help alleviate the issue. Though honestly it will take much more than that for the servers raid scene to improve.
__________________
Vetus ~ Tyrs ~ Draoi ~ Audios
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