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  #291  
Old 05-23-2013, 05:12 PM
maverixdamighty maverixdamighty is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
Read my post mav: evaluate after three months. Obviously if the server was reset tonight TMO would get 80% and FE would get a few. However, suppose this became policy:
  • Casual guilds make a batphone for said repops. Currently the A-Team has no batphone; we have 7 on or whatnot. With a batphone we'd have 15.
  • Casual guilds coordinate and communicate which targets they want. Last repop we spent running around and finding hundreds of /role players in each zone.
  • Casual guilds get some practice with the encounters and stock up with resist gear
  • Hardcore guilds start camping out buffed chars at each encounter and just logging on from one to the other

What's the net of those changes? I don't know. Have to try it to find out. But you are making a huge mistake to judge the effect of constant repops by the 1-2 we got a few months ago.
if you say so. you are also making a ton of assumptions. things could change, and things couldn't. personally, with announced server repops i could see casual guilds getting some talendors, sevs, nobles(air cycle), faydedar, etc which is an improvement, but i don't see them getting vs/trak/vp/gore etc unless it's just a pure fte snipe.
  #292  
Old 05-23-2013, 05:12 PM
quido quido is offline
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Honestly I think a wider variance might actually be helpful. I remember when the variance was initially instituted it was generally thought that people wouldn't track all those targets through 4-day windows and that it would be more akin to classic. The problem, in one light, is that there isn't enough variance. Instead of just spreading out the spawn times each week, make it more something like "Faydedar is going to spawn 50 times this year, but there's a real chance he won't spawn at all for a month and similarly there's a chance he could spawn each of three days in a row." If you're really looking to emulate live in the "ok it's 6pm, let's go see what's up" sense, you need to really defeat the constant tracking presence. Large guilds have learned how to manage the issue all too well, and really such a necessity is largely responsible for the size of these large guilds. I could code such a system easily in a matter of minutes without placing any burden on the servers.

I think removing variance altogether in light of the fact that we have so many hardcore and semi-hardcore people on a single box (when live had many servers) is ludicrous. It would prevent people from ever actually fighting the targets and would result in it being like a Trak spawnsock for every single target, in Kunark at least.
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  #293  
Old 05-23-2013, 05:15 PM
Skope Skope is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
Honestly I think a wider variance might actually be helpful. I remember when the variance was initially instituted it was generally thought that people wouldn't track all those targets through 4-day windows and that it would be more akin to classic. The problem, in one light, is that there isn't enough variance. Instead of just spreading out the spawn times each week, make it more something like "Faydedar is going to spawn 50 times this year, but there's a real chance he won't spawn at all for a month and similarly there's a chance he could spawn each of three days in a row." If you're really looking to emulate live in the "ok it's 6pm, let's go see what's up" sense, you need to really defeat the constant tracking presence. Large guilds have learned how to manage the issue all too well, and really such a necessity is largely responsible for the size of these large guilds. I could code such a system easily in a matter of minutes without placing any burden on the servers.
While still favoring cheaters and zerg guilds with more bodies to absorb the added time -- which, btw, isn't remotely classic.
  #294  
Old 05-23-2013, 05:15 PM
maverixdamighty maverixdamighty is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
Honestly I think a wider variance might actually be helpful. I remember when the variance was initially instituted it was generally thought that people wouldn't track all those targets through 4-day windows and that it would be more akin to classic. The problem, in one light, is that there isn't enough variance. Instead of just spreading out the spawn times each week, make it more something like "Faydedar is going to spawn 50 times this year, but there's a real chance he won't spawn at all for a month and similarly there's a chance he could spawn each of three days in a row." If you're really looking to emulate live in the "ok it's 6pm, let's go see what's up" sense, you need to really defeat the constant tracking presence. Large guilds have learned how to manage the issue all too well, and really such a necessity is largely responsible for the size of these large guilds. I could code such a system easily in a matter of minutes without placing any burden on the servers.
i think a bi-weekly server reset (or 10 days whatever) is the closest thing this server is going to get to allow all players to attempt some raid targets that they are complaining about not getting now without it becoming an all out fte battle, which is about the lamest thing possible.
  #295  
Old 05-23-2013, 05:17 PM
Faerie Blossom Faerie Blossom is offline
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I think if things were really as bad as they're made out to be here on the forums, a couple guilds would have moved to Red and done well for themselves.
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  #296  
Old 05-23-2013, 05:17 PM
quido quido is offline
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The only reason the tracking forces in each guild don't crumble is because they get time off when windows close, especially on full repops. If EVERYTHING had to be tracked ALL the time, I think you would see more casual spot checking from people on a lot of the less important stuff.
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  #297  
Old 05-23-2013, 05:17 PM
maverixdamighty maverixdamighty is offline
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Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
While still favoring cheaters and zerg guilds with more bodies to absorb the added time -- which, btw, isn't remotely classic.
divinity probably has as many active players or close as FE does atm. such ignorant sweeping generalizations. top guilds on classic were the guilds with the best mobilization,strategy, coordination, etc. I'd say that those are the top 2 guilds on this server atm easily.
  #298  
Old 05-23-2013, 05:24 PM
Skope Skope is offline
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Quote:
Originally Posted by maverixdamighty [You must be logged in to view images. Log in or Register.]
i think a bi-weekly server reset (or 10 days whatever) is the closest thing this server is going to get to allow all players to attempt some raid targets that they are complaining about not getting now without it becoming an all out fte battle, which is about the lamest thing possible.
That only solves part of the problem.

Honestly, there has only been twice in this server's history that the players have taken it upon themselves to force changes. The first time was the Trans/IB rotation and the second one was when Divinity wanted in and the rotation fell apart. That was 09' early '10. Ever since then there's been nothing done that was brought about by the players themselves to force changes of the raid rules.

The GMs haven't ever taken a hard-line approach to quashing raid disputes. In fact, petitions get answered and either there are either repercussions (often very light ones that don't affect the guild whatsoever), or nothing is done about it due to a lack of evidence. This approach hasn't forced the players to work it out, but rather just /petition all sorts of dumb shit that goes on when trakonan is up. On live guilds were disbanded for ninjalooting. Here the worst you might expect is a two-weeks long vacation, and probably for the single member ninjalooting.

Uthgaard was a total wacked out penisface, but at least the dude had some good ideas. When he kept getting called to raid disputes and other incessant bullshit, he made sure the players knew he didn't want to be there. I think we need more of that.

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Originally Posted by maverixdamighty [You must be logged in to view images. Log in or Register.]
divinity probably has as many active players or close as FE does atm.
No. We kill bees and eye of veeshan with sub-30. The only time divinity had members anywhere close to the top two was when we killed ~75% targets over the course of a month and 50% over two months back in 2010. The highest number we ever hit was 50-something. The average raid # is ~30 on prescheduled sky days.

It's not even close. And quit deviating from the topic

Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
The only reason the tracking forces in each guild don't crumble is because they get time off when windows close, especially on full repops. If EVERYTHING had to be tracked ALL the time, I think you would see more casual spot checking from people on a lot of the less important stuff.
When you've got as many members and willing trackers as you do, it doesn't jive. It still favors the zerg and it's still not classic.
Last edited by Skope; 05-23-2013 at 05:28 PM..
  #299  
Old 05-23-2013, 05:25 PM
Splorf22 Splorf22 is offline
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Originally Posted by maverixdamighty [You must be logged in to view images. Log in or Register.]
if you say so. you are also making a ton of assumptions. things could change, and things couldn't. personally, with announced server repops i could see casual guilds getting some talendors, sevs, nobles(air cycle), faydedar, etc which is an improvement, but i don't see them getting vs/trak/vp/gore etc unless it's just a pure fte snipe.
Mav I don't think you read my posts. I am saying that I don't know exactly what will happen, just making a few educated guesses.
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  #300  
Old 05-23-2013, 05:27 PM
maverixdamighty maverixdamighty is offline
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Quote:
Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
That only solves part of the problem.

Honestly, there has only been twice in this server's history that the players have taken it upon themselves to force changes. The first time was the Trans/IB rotation and the second one was when Divinity wanted in and the rotation fell apart. That was 09' early '10. Ever since then there's been nothing done that was brought about by the players themselves to force changes of the raid rules.

The GMs haven't ever taken a hard-line approach to quashing raid disputes. In fact, petitions get answered and either there are either repercussions (often very light ones that don't affect the guild whatsoever), or nothing is done about it due to a lack of evidence. This approach hasn't forced the players to work it out, but rather just /petition all sorts of dumb shit that goes on when trakonan is up. On live guilds were disbanded for ninjalooting. Here the worst you might expect is a two-weeks long vacation, and probably for the single member ninjalooting.

Uthgaard was a total wacked out penisface, but at least the dude had some good ideas. When he kept getting called to raid disputes and other incessant bullshit, he made sure the players knew he didn't want to be there. I think we need more of that.



No. We kill bees and eye of veeshan with sub-30.
again you are making big sweeping generalizations. i never saw on live what you did. you listing one example does not make it the standard. we haven't had more than 33 on a raid in over a month. also, i've been at divinity sky raids and seen closer to 35 plenty of times.
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