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  #41  
Old 01-27-2015, 01:39 PM
Gooch Gooch is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
I wasn't here for this, but that's an interesting and pretty neat idea for a rules based solution. 50% is a little harsh, but limiting and then reducing raid numbers progressively is interesting.
  #42  
Old 01-27-2015, 01:50 PM
Tongpow Tongpow is offline
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i threw up in my mouth a little bit reading this horseshit..

do not want.
  #43  
Old 01-27-2015, 02:12 PM
Juryiel Juryiel is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
I mentioned that during a conversation involving various nonclassic ways to fix camping out, and/or poopsocking raid targets. It was just a random idea.

I was actually going to type more on it, then I got called away, and left everyone hanging with a random idea lol. Sorry about that.

I had said when a raid npc pops, move characters of all raid guilds (online and offline) to west commons. My original thought was kerra ridge, but that benefits hat ports.

Unfortunately, there is no easy way to fix camping out of which I'm aware. Always willing to listen to suggestions, but this is one of the reasons future mmos made instances.
People have independently converged on these types of ideas across the server, so probably worth trying something along these lines to see how it works. My take: Give every raid level character an ability that can only be activated ONCE, within a 2 hour window after a pop, and randomly teleports you to some non-dangerous location. Once used, ability can not again be used until there is another raid mob pop. Along with teleporting, the ability marks the time of use. Time of use must be later than raid mob pop or else you get flagged if you engage mob. Alternatively, you can wait 2 hours prior to engaging.

This prevents a bunch of issues like misclicked boxes, people being logged out, etc.

Next, eliminate tracking by broadcasting raid spawns, since you know guilds will sit there at every spawn point infinitely (or if you can think of a way to eliminate tracking while keeping mob pops a surprise that would be ideal but I dn't see how).
  #44  
Old 01-27-2015, 02:20 PM
jpetrick jpetrick is offline
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These idea all suck.
Constant problem: too much demand, not enough supply.
Solution: reduce mob spawn timers to every 3.5 days for 7 day spawns and every 36 hours for 3 day spawns. +/- 15 mins variance. Keep same raid ruleset as established.
Less cleric epics but more raiding for everyone.
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  #45  
Old 01-27-2015, 02:28 PM
sanforce sanforce is offline
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C'mon guys, it's not fair for newbs to see all of this epic dragon loot running around and have 0 access to it. So I propose, we should also be able to:

/summon Trakanon
/deathtouch Trakanon
/profit

or whatever raid mob you want loot from. It's a fair system for all!
  #46  
Old 01-27-2015, 03:05 PM
maskedmelon maskedmelon is offline
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I am not sure I like this idea. What if you are grouped with some from one of the affected guilds and they poof mid fight due to repop?

I think lockout tags are an excellent open world alternative to instancing. Not sure how difficult it would be to hard code, but would think it would not be too difficult via quest item / scripting.

It is not classic of course though.
  #47  
Old 01-27-2015, 03:08 PM
Fountree Fountree is offline
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Didn't really read thread except title but imo a bad idea. What is classic about moving characters against their wishes? What if you don't raid? That would really annoy me if I was moved without wanting to be moved and I wasn't even in a raid guild.
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  #48  
Old 01-27-2015, 03:37 PM
Daldaen Daldaen is offline
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People are not reading enough.

Nilbogs original suggestion was anyone in a raiding guild would be moved. Non-raiding guilded or unguilded people would stay put.

@Maskedmellon that already happens. Group with some IB and TMO, and if there is a repop I guarantee almost all of them will camp or gate out of that group the second the ground shakes. If you see them immediately LD, they /quit out and are likely exploiting how IP exemptions work to get on another account ASAP.

The hyper saturation of level 60 raid ready characters is a nonclassic problem and it warrants a nonclassic solution. This solution wouldn't Impact groupers/non-raiders any more than sim Repops do currently. It doesn't resort to messing with spawn timers or token systems or instances. It puts everyone on the most level playing field possible with our current system. Where having 10 level 60s camped at each different raid boss isn't an advantage since they all get punted to WC.
  #49  
Old 01-27-2015, 03:44 PM
Pint Pint is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
It would /search.

If you're in a guild from Class C or Class R, you get moved. If you are not, you are left alone.
raiding in asgard is 100% optional, we have people that choose to continue playing as they wish during every raid/mobilization call. i always assumed that most other guilds had similarly minded players within them. without this being an opt in/out option it seems like a bad idea.
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  #50  
Old 01-27-2015, 03:49 PM
Danth Danth is offline
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Quote:
Originally Posted by Pint [You must be logged in to view images. Log in or Register.]
raiding in asgard is 100% optional, we have people that choose to continue playing as they wish during every raid/mobilization call. i always assumed that most other guilds had similarly minded players within them. without this being an opt in/out option it seems like a bad idea.
I agree. My wife and I are in a "class R" guild and we completely ignore repops when they happen. We raid once in a blue moon but it certainly isn't our main focus on playing the game....if it was we'd be in a "class C" guild. The proposed change to move characters like-it-or-not would cause us to immediately disband from our guild which we're otherwise perfectly satisfied with.

Danth
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