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  #341  
Old 05-02-2016, 09:36 PM
Swish Swish is offline
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Originally Posted by Raev [You must be logged in to view images. Log in or Register.]
EQ simply wasn't designed for guilds to compete against each other. It's that simple.
You're right, 1 guild of 600-700 people ought to solve it.
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  #342  
Old 05-02-2016, 09:38 PM
Mistle Mistle is offline
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Originally Posted by ArumTP [You must be logged in to view images. Log in or Register.]
So how did CSG do on ikitar this raid cycle?

Help my pixels are in jeopardy
That's right, they wiped therefore there's nothing ever to worry about. Might as well let them keep trying, one wipe means they'll never succeed, amirite?

Somehow I bet you won't see it that way. Lol.
  #343  
Old 05-02-2016, 09:40 PM
Mistle Mistle is offline
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Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
You're right, 1 guild of 600-700 people ought to solve it.
In a way, Test when it still worked as a regular server (no transfers) DID do it this way. It wasn't quite 600 people, but it was a couple hundred. The whole server ran a DKP system. However, we had Luclin and PoP by then.
  #344  
Old 05-02-2016, 10:26 PM
Ella`Ella Ella`Ella is offline
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Originally Posted by JurisDictum [You must be logged in to view images. Log in or Register.]
Yes, we know some people are willing to put in a ton of work for this game. That's the problem. We know there are people willing to sell platinum for RL money, that's a problem so we ban RMT. You guys keep pretending there isn't a problem. But almost everyone who isn't currently in the midst of top end raiding (most these people have addiction issues) says this server is a fucking death trap and stay away. This is almost entirely due to the raid scene.
The real problems are more centered around...

1) GM intervention is inconsistent (This is what creates lawyerquest) and CSR has yet to have a GM on staff that understands the raid scene and mechanics fully.

2) The devs/admins are notably absent on almost all large issues. We get quarterly updates on patches at best and beyond that, it's radio silence. Devs/Admins appear to almost ignore/avoid the population entirely.


3) The raid scene is artificial. Dating back to the early days of IB vs DA, a precedent was created that somehow 2 guilds should dominate the end game raid scene when EQ is obviously designed to really only have one. In recent years, we've created rules that restrict certain mechanics, disallow certain spells, prohibit the use of certain items, etc... because a competing guild either A) Doesn't have comparable resources to compete against the other guild that does have those resources or B) Just doesn't want to.

4) Creating a raid scene where fledgling guilds actually have a shot at end-game loot. There aren't supposed to be 7+ guilds killing the end-game content no matter how you cut it. To be fair, there should also be earthquakes or simulated patch days that make this somewhat easier for small guilds to get their share.

5) Earthquakes and simulated repops. We were promised an average of 4 (and no less than 4) per month years ago. That average is probably closer to .05 or fewer repops per month and maybe distributed at a rate of around 10-12 per year. Again, absent leadership at the staff level.

Rules 1 and 2 are the real problems - the rest are really just a symptom of those.
  #345  
Old 05-02-2016, 10:59 PM
JurisDictum JurisDictum is offline
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Originally Posted by Ella`Ella [You must be logged in to view images. Log in or Register.]
3) The raid scene is artificial. Dating back to the early days of IB vs DA, a precedent was created that somehow 2 guilds should dominate the end game raid scene when EQ is obviously designed to really only have one. In recent years, we've created rules that restrict certain mechanics, disallow certain spells, prohibit the use of certain items, etc... because a competing guild either A) Doesn't have comparable resources to compete against the other guild that does have those resources or B) Just doesn't want to.

4) Creating a raid scene where fledgling guilds actually have a shot at end-game loot. There aren't supposed to be 7+ guilds killing the end-game content no matter how you cut it. To be fair, there should also be earthquakes or simulated patch days that make this somewhat easier for small guilds to get their share.
The rest of your post was a bunch of uninteresting bitching about how the server staff isn't treating this like a weekend job.

I don't think 3 was true until Velious. The pattern was often monopoly guilds in Kunark for a massive portion of the server history. The rules are tailored to A/A because we were the ones there. If you guys showed up and competed like we did you would soon have rules reflecting this. I think your deluding yourself if you think "fair rules" where our guilds compete on an equal competitive field, is what is preventing anyone from getting in the raid scene. Its the sheer commitment. You underestimate the commitment gap between A/A and other guilds.

There are a lot of things on this server that aren't like classic at all. I don't see why having more guilds get to the endgame is where you put your foot down. More guilds in the endgame is the logical extension of a server that was locked in Kunark for 6 years.
  #346  
Old 05-02-2016, 11:27 PM
Ella`Ella Ella`Ella is offline
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Originally Posted by JurisDictum [You must be logged in to view images. Log in or Register.]
The rest of your post was a bunch of uninteresting bitching about how the server staff isn't treating this like a weekend job.

I don't think 3 was true until Velious. The pattern was often monopoly guilds in Kunark for a massive portion of the server history. The rules are tailored to A/A because we were the ones there. If you guys showed up and competed like we did you would soon have rules reflecting this. I think your deluding yourself if you think "fair rules" where our guilds compete on an equal competitive field, is what is preventing anyone from getting in the raid scene. Its the sheer commitment. You underestimate the commitment gap between A/A and other guilds.

There are a lot of things on this server that aren't like classic at all. I don't see why having more guilds get to the endgame is where you put your foot down. More guilds in the endgame is the logical extension of a server that was locked in Kunark for 6 years.
I'm deluding myself and underestimate commitment? Who the fuck are you? Detoxx, give this kid a copy of my resume in the raid scene. I was pulling FTEs and training in VP before you got your first rusty short sword.

Even JCR knows better.
  #347  
Old 05-02-2016, 11:41 PM
JurisDictum JurisDictum is offline
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badas.jpg

You seemed to take me pointing out that A/A was more committed than other guilds currently as a personal insult.
  #348  
Old 05-02-2016, 11:43 PM
jcr4990 jcr4990 is offline
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As dumb as Unbrella is sometimes he's mostly right in his last 2 posts
  #349  
Old 05-02-2016, 11:48 PM
JurisDictum JurisDictum is offline
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Dragons are in window as we speak. Nothing stopping ya guys. Nothing that would have stopped us.

In yet,

you guys are never there. Because you know the fruitlessness of it. You guys have your place on the train. We have ours.
  #350  
Old 05-03-2016, 01:24 AM
bktroost bktroost is offline
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Quote:
Originally Posted by JurisDictum [You must be logged in to view images. Log in or Register.]
to clarify my second point, if we want a completely organic non-GM structured raid fight, it would like this:

No Variance

Damage racing each mob at the spawn point

Training each other

Nice and lazziez-faire for you all. I'll tell you one thing, there would be a guild emerging that makes us all look like disorganized casuals.
No there wouldn't. We would all train each other until a full blown rotation was born. Every one of these raid guilds have blade stoppers, prayers of life, etc. We could certainly send two teams of monks with aggro clicks to ensure every mob in north ends up in the camp of anyone killing on someone else's day. In fact the entire server would probably work to ensure it.

It's the reverse scenario of the player made rotation we once had here. Any guild that tried to hard ball the rotation would get the training parade of a life time from all the others. In fact it only takes one guild with competent trainers with clicks to want a rotation and the others guilds have to comply. That or it's a war of attrition.

Some servers allowed that on live. Player made rules enforced by players who had the power to train each other legally.
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