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  #381  
Old 05-23-2013, 08:07 PM
quido quido is offline
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#4 was the dumbest of the list, Loraen.

Such a thing can't be realistically enforced.
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  #382  
Old 05-23-2013, 08:08 PM
quido quido is offline
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The token system is a GM-enforced rotation by another name.
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  #383  
Old 05-23-2013, 08:10 PM
Splorf22 Splorf22 is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
#4 was the dumbest of the list, Loraen.

Such a thing can't be realistically enforced.
Why not? Just lock each IP to one over L50 char. Seems fairly straightforward.

Actually here is a random idea: we take your variance but we add a twist: every guild gets a 'free' tracker. Something like /guildtarget "Trakanon" and the server will broadcast in guildchat when X mob spawns.
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  #384  
Old 05-23-2013, 08:11 PM
Splorf22 Splorf22 is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
The token system is a GM-enforced rotation by another name.
Not true at all, the tokens pop the mob when you want rather than the random time. Also the number of spawns scales according to the number of players.
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  #385  
Old 05-23-2013, 08:11 PM
Skope Skope is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
As one of the larger trackers in TMO, I can tell you that if I tracked Talendor consistently for a few weeks and he never spawned in that time, I would be fucking pissed and probably wouldn't do it again.
You still haven't at all mentioned how this non-classic mechanic doesn't favor the zerg.

If Jeremy gets tired you've got another 15 people behind him waiting to earn DKP. When Skope gets tired there's only 5.

I know all of this makes sense in your head, but you've either not explained it well enough or you're unaware or ignoring the obvious flaws here.

Anyway, that all hinges on this question:

What makes you think they'll do anything at all?
  #386  
Old 05-23-2013, 08:11 PM
maverixdamighty maverixdamighty is offline
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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.
  #387  
Old 05-23-2013, 08:11 PM
quido quido is offline
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I could easily pretend to be 6 different people from 6 different locations and assign an account to each identity.
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  #388  
Old 05-23-2013, 08:13 PM
maverixdamighty maverixdamighty is offline
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Originally Posted by Enslaved [You must be logged in to view images. Log in or Register.]
The point of Variance being removed is to attain a Classic ruleset that results in the removal of the current unnatural bottleneck of 1 guild claiming 90% of the loot because of their size and position as the best-armed guild.

In a repop/no Variance situation, all the mobs, spawning at once, means that TMO will not be able to track and destroy every mob. Other guilds will have every opportunity to engage untarged raid mobs as their size and organization allow.
if you say so. server repops show differently. if after the server patch the mobs are spaced out you don't think tmo/fe/guild x can have chars ready and parked at those other spots since they know the order and still get all of the mobs? Really....the only thing that will happen in your scenario is you are going to have more FTE zergfests.
  #389  
Old 05-23-2013, 08:13 PM
Splorf22 Splorf22 is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
I could easily pretend to be 6 different people from 6 different locations and assign an account to each identity.
Some would say from your number of posts that you already are! (well the same could be said of me hehe). Anyway you'd have to get multiple ips; it's not impossible but its a level beyond what most people can do.
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  #390  
Old 05-23-2013, 08:15 PM
maverixdamighty maverixdamighty is offline
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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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