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  #31  
Old 09-19-2016, 01:23 AM
entruil entruil is offline
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troubeld...


=)
  #32  
Old 09-19-2016, 03:44 AM
raato raato is offline
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Quote:
Originally Posted by JurisDictum [You must be logged in to view images. Log in or Register.]
Basically... about 20 hardcore players on this server have turned what could have been a nice nostalgia server into some kind of life consuming competition.

Generally when a tiny minority of people are holding a game hostage, game companies fix that problem. But without the profit motive, that will never happen on p99.

That being said, the server still works great up until the end game. But on a time lock server....Its just too bad.
Everyone knows who these about 20 players are. Ban them for the sake of common good!

Dunno about 'murican laws tho, would P99 be responsible for the suicides?
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  #33  
Old 09-19-2016, 09:51 AM
entruil entruil is offline
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Originally Posted by Troubled [You must be logged in to view images. Log in or Register.]
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im printing this and putting it on my wall... peace
  #34  
Old 09-19-2016, 10:04 AM
maskedmelon maskedmelon is offline
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Quote:
Originally Posted by JurisDictum [You must be logged in to view images. Log in or Register.]
For Ziggy and Others not aware, the windows are +-8 hours (total of 16 hours) for end game loot. There's maybe 20 targets. So there are more days things are in window than not usually.

Now, there about a hundred ways to fix this problem. The obvious one is 1 quake a week (would have to be sure to quake at euro times sometimes). This would take the vast majority of wall staring out of the game.

No one buys that they couldn't do this. They have offered no real explanation why they don't. All I could do is tin foil hat about it -- but frankly -- I don't want to know.
Almost all things currently spawn on Sunday, so not so awful. And yes, as things start to shift more into the week or spread apart in general, they should have quakes to pull back together. Have to applaud Detoxx's proposition several weeks back to bring targets back together. ^^
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  #35  
Old 09-19-2016, 10:20 AM
Izmael Izmael is offline
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Why is variation needed anyway?

Back on live in classic/Kunark/Velious, there was no variation (except for Lodi and a couple other similar mobs maybe), and it was just fine, servers were full of raiding guilds but somehow everybody managed to get along.
  #36  
Old 09-19-2016, 01:35 PM
derpcake derpcake is offline
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
Why is variation needed anyway?

Back on live in classic/Kunark/Velious, there was no variation (except for Lodi and a couple other similar mobs maybe), and it was just fine, servers were full of raiding guilds but somehow everybody managed to get along.
in theory variation means that since guilds don't know when a mob spawns, there will be more races and less camping

in practice people just camp the entire variation window
  #37  
Old 09-19-2016, 02:25 PM
Nibblewitz Nibblewitz is offline
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Spread your wings and shed your pixel baggage.
  #38  
Old 09-19-2016, 02:31 PM
Tankdan Tankdan is offline
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
Why is variation needed anyway?

Back on live in classic/Kunark/Velious, there was no variation (except for Lodi and a couple other similar mobs maybe), and it was just fine, servers were full of raiding guilds but somehow everybody managed to get along.
It's because 200 people would be tab spamming the spawn when said mob was about to spawn, hoping their guild would get the FTE. It's how this server originally was. And anyone with a less than stellar ping is at a huge disadvantage. But after the last few years, that doesnt sound all that bad.
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  #39  
Old 09-19-2016, 03:10 PM
EdTuBrutus EdTuBrutus is offline
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The problem with rare end game encounters is that it is a design fudge intended to fix a problem which we now know does not exist.

It's well documented that McQuaid did not believe in the end game, he believed the game would be PvP focus and those not into PvP needed to be held back with artificial time sinks and "difficulty" based on time consumption rather than complexity. When the his two attempts at making a viable PvP game failed (full PvP originally, then the Priest of Discord system) he became convinced that the only way to keep players was to make everything, and I mean EVERYTHING take ages.

But we now today this was not necessary. The number of high content consumers who exhaust themselves on content is tiny. What it does is deny the content to everyone else. The bulk of players keep playing once they start regularly doing end game encounters, then go on to play and level alts. We know it because we see it in every other game out there.

If every dragon spawned on a 4 to 6 hour timer, the game would not be easier. It would merely be more convenient to the bulk of potential players. But, hey, I guess that wouldn't be classic (like single boxing and AE limits, and whatever else has actually been changed for the better but isn't classic).
  #40  
Old 09-19-2016, 03:17 PM
Baler Baler is offline
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Quote:
Originally Posted by EdTuBrutus [You must be logged in to view images. Log in or Register.]
It's well documented that McQuaid did not believe in the end game, he believed the game would be PvP focus and those not into PvP needed to be held back with artificial time sinks and "difficulty" based on time consumption rather than complexity.
No, just no. I'm all for a consider red post but EQ was always a PVE/PVM game. If at any point McQuaid said eq was focused on pvp he was probably hopped up on drugs at the time.
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