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  #21  
Old 05-12-2014, 06:31 AM
Littlegyno 11.0 Littlegyno 11.0 is offline
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Quote:
Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
i hope this is a troll.
it is. they're all fucking scum derudog. u ignore these FUCKING MAGGOTS and continue the good work our beloved god-emperor rogean has entrusted you with.

pras the duke, pras emperor heartbrand, pras god-emperor rogean.
  #22  
Old 05-12-2014, 08:02 AM
no chewie dont no chewie dont is offline
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stasis cryin about shit blahblahblah

p.s. aoes work fine just aim em better imo
  #23  
Old 05-12-2014, 10:01 AM
XiakenjaTZ XiakenjaTZ is offline
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I think we need a change for the most active PvP zones to combat the OOR rezzers and healers. Make KC free for all +/- 2 hours of VS pop (if that is possible).

Hardcode your guild so AEs can be used.

Flag lower level toons that cast a beneficial spell on someone.
  #24  
Old 05-12-2014, 10:16 AM
Kergan Kergan is offline
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I know coding work is probably impossible to get at this point, but long term adding code to flip zones to FFA when a raid target is up would be a huge boon to PVP in those zones.
  #25  
Old 05-12-2014, 10:21 AM
heartbrand heartbrand is offline
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Hard issue. On the one hand it's a bit non classic how there is such a long wait between hard Repops and it results in the majority of pvp action happening on one day. On the other hand, variance forces poop socking / bat phones, etc., and will often result in the guild winning the mob being the fastest most dedicated to mobilize not necessarily the one who won pvp. It also punishes a guild unfairly who splits spawns up which will be important in velious for example when you clear NToV.

My opinion? Switch the sim Repops to hard Repops (new timer) and make them bi weekly. And/or stagger the pops some how on the repop as well similar to how it happens on live currently. You won't have to poop sock the repop, but the initial pop will be on a variance timer which will distribute mob pops throughout the week and give people something to fight over every day. Also, to encourage pvp and cut down on poop sock tracker wars, have a global message go out an hour before a mob is about to pop to allow people time to mobilize and hopefully fight.

Just my two cents on a compromise that both spreads mobs out for more fights and doesn't penalize people who Repops are at times they can't make for months while also dealing with the poopsock issue.
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  #26  
Old 05-12-2014, 10:25 AM
Kergan Kergan is offline
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Also, in regards to the OP...

What this server needs is two forces that are capable of defeating each other. The spawn time of raid mobs is irrelevant. Even if they all spawned at the same time nothing is stopping one side from making it a point to do nothing but steamroll the lesser crew until they log off then collecting the raid mobs at their leisure. The only way this server maintains multiple high end guilds is for them to stay relatively equal to each other in terms of numbers, PVP victories, etc. There will always be a certain percentage of people that flow towards the path of least resistance to get loot.

I think we're the closest we've been in a long time to that right now. I know if Azrael has a good showing and we have a good showing we'll see 40-50 on each side. Whoever plays better wins the mob. That was proven this weekend multiple times...when we won the PVP/played well we got the mob. When we didn't play well (PD) you guys won the mob (PVP really didn't factor into that fight).

The key is the losing side not hemorrhaging players so they can come back the following week and possibly win. For the first time in a long time people on both sides think they can win.

Sorry for TLDR.
  #27  
Old 05-12-2014, 10:28 AM
heartbrand heartbrand is offline
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Quote:
Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
Also, in regards to the OP...

What this server needs is two forces that are capable of defeating each other. The spawn time of raid mobs is irrelevant. Even if they all spawned at the same time nothing is stopping one side from making it a point to do nothing but steamroll the lesser crew until they log off then collecting the raid mobs at their leisure. The only way this server maintains multiple high end guilds is for them to stay relatively equal to each other in terms of numbers, PVP victories, etc. There will always be a certain percentage of people that flow towards the path of least resistance to get loot.

I think we're the closest we've been in a long time to that right now. I know if Azrael has a good showing and we have a good showing we'll see 40-50 on each side. Whoever plays better wins the mob. That was proven this weekend multiple times...when we won the PVP/played well we got the mob. When we didn't play well (PD) you guys won the mob (PVP really didn't factor into that fight).

The key is the losing side not hemorrhaging players so they can come back the following week and possibly win. For the first time in a long time people on both sides think they can win.

Sorry for TLDR.
I strongly disagree that spawn times are irrelevant. The scenario as it is now means that if you lose the first battle you're usually out of it for the next several mobs plus it results in what I at least consider a not so fun and unhealthy playstyle of 12 hour EQ binges on a "repop day." I dunno, I just never remember classic EQ having these "repop days" where we killed all the mobs in a 8-10 hour window one day a week every week. I remember having raids throughout the week. I think the point of some change is not to give another side a better chance at winning, but simply to create more large scale pvp battles that aren't all once a day. Now this could certainly change naturally in Velious, but until that comes, what would be the harm in the name of Science in mixing it up a bit for pixels that truth be told are rather meaningless once winter does come?
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  #28  
Old 05-12-2014, 10:29 AM
LulzSect LulzSect is offline
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  #29  
Old 05-12-2014, 10:37 AM
Gaanon Gaanon is offline
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I didn't want variance with this thread I wanted consistent sim repops that are random timer on a set max timer schedule of weekly or bi-weekly.

Deru uses all the ideas generated by players who know what they're talking about on these forums (me for one) and now the pop is flourishing.

No need to get your backs up with pride, consistent repops and hardcoded guilds would be the next big changes, as well as a discussion of how to split mobs throughout the week (Velious may be the fix for that)
  #30  
Old 05-12-2014, 10:39 AM
Gaanon Gaanon is offline
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Quote:
Originally Posted by heartbrand [You must be logged in to view images. Log in or Register.]
I strongly disagree that spawn times are irrelevant. The scenario as it is now means that if you lose the first battle you're usually out of it for the next several mobs plus it results in what I at least consider a not so fun and unhealthy playstyle of 12 hour EQ binges on a "repop day." I dunno, I just never remember classic EQ having these "repop days" where we killed all the mobs in a 8-10 hour window one day a week every week. I remember having raids throughout the week. I think the point of some change is not to give another side a better chance at winning, but simply to create more large scale pvp battles that aren't all once a day. Now this could certainly change naturally in Velious, but until that comes, what would be the harm in the name of Science in mixing it up a bit for pixels that truth be told are rather meaningless once winter does come?
12 hour Saturday EQ raid day is ridiculous and I usually stay for the pvp and then log out if we win or lose and let others do it.(did the same in Nihi)
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