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  #1  
Old 05-23-2013, 07:03 PM
Crazyeye Crazyeye is offline
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Would like to see a headcount of how many level 60's there are between now - two and a half years ago when the next expansion was due. Compare that to how many raid targets vs how many people want to see new content, thats why theres zerg guilds.
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  #2  
Old 05-23-2013, 07:14 PM
Famous Famous is offline
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This thread is funny. I've never raided here so I don't know what it's like, but the representatives of the major raid guilds that have posted here so far are painting a clear picture of the kind of person that you need to be to partake. I think I'll be OK just leveling a char up to 60 and quitting, or maybe using them to farm for alts =)
  #3  
Old 05-23-2013, 07:25 PM
kotton05 kotton05 is offline
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I want a pre variance
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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, 07:30 PM
Tiggles Tiggles is offline
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Can we move this thread to RNF already?
  #6  
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
  #7  
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.
  #8  
Old 05-23-2013, 08:07 PM
Vexenu Vexenu is offline
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A well-designed token-spawning system is a non-classic proposal that would ultimately result in a more classic gameplay experience than any other proposal on the table. Importantly, it would also require almost zero GM intervention once implemented. The current variance system is totally un-classic. A simple FTE shout with no variance would result in 4-5 guilds at each spawn trying to win a FTE lotto, which is also totally un-classic.

A token system could allow for hardcore guilds to earn more tokens to spawn more raid mobs, while still allowing casual guilds a shot at the mobs on a less frequent basis. It is essentially a de facto rotation that doesn't require guilds to cooperate with each other, and allows for competition and guilds to set themselves apart, with more dedicated guilds getting more loot.

You can pick holes in a token system and think of ways it could be abused, but most of these could be addressed with good design. And even with flaws, the end result would be preferable to the status quo.

Ultimately the question is whether it is better to adhere to the spirit or the letter of the law. A token spawning system would better approach the spirit of classic EQ while obviously violating the letter, since no such system existed in classic. However, neither did variance, neither did a 2.5 year duration Kunark, neither did 24/7 tracking and 3AM batphoning, and neither did a single server overflowing with 60s. Given the fact that the server is already entirely un-classic in these important regards, a token system which is also un-classic but which would deliver classic gameplay results would seem to be preferable.
  #9  
Old 05-23-2013, 08:11 PM
maverixdamighty maverixdamighty is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
A well-designed token-spawning system is a non-classic proposal that would ultimately result in a more classic gameplay experience than any other proposal on the table. Importantly, it would also require almost zero GM intervention once implemented. The current variance system is totally un-classic. A simple FTE shout with no variance would result in 4-5 guilds at each spawn trying to win a FTE lotto, which is also totally un-classic.

A token system could allow for hardcore guilds to earn more tokens to spawn more raid mobs, while still allowing casual guilds a shot at the mobs on a less frequent basis. It is essentially a de facto rotation that doesn't require guilds to cooperate with each other, and allows for competition and guilds to set themselves apart, with more dedicated guilds getting more loot.

You can pick holes in a token system and think of ways it could be abused, but most of these could be addressed with good design. And even with flaws, the end result would be preferable to the status quo.

Ultimately the question is whether it is better to adhere to the spirit or the letter of the law. A token spawning system would better approach the spirit of classic EQ while obviously violating the letter, since no such system existed in classic. However, neither did variance, neither did a 2.5 year duration Kunark, neither did 24/7 tracking and 3AM batphoning, and neither did a single server overflowing with 60s. Given the fact that the server is already entirely un-classic in these important regards, a token system which is also un-classic but which would deliver classic gameplay results would seem to be preferable.
what's happening now is classic. top guild gets majority of mobs for the top content. don't know how anyone can intelligent state that a token system would be close to classic...the only servers a token system would emulate would be a rotation server.
  #10  
Old 05-23-2013, 08:15 PM
maverixdamighty maverixdamighty is offline
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Quote:
Originally Posted by JanitorGotGriefedOffBox [You must be logged in to view images. Log in or Register.]
Tell me of a guild that was watched by a GM on Live while exploiting that wasn't fucking banned on the spot.
i wasn't talking about cheating/exploiting etc. i was talking about the % of mobs locked down by top guilds on live. if anything a higher % of mobs were killed on a consistent basis on my server than TMO gets here.

edit: also the #2 guild was caught training deliberately multiple times it didn't result in guild bans etc. players got suspended was all i remember and it was usually their guild leader because he was their puller/trainer.
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