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  #1  
Old 09-08-2013, 12:55 AM
porigromus porigromus is offline
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Default Gauranteed Raid Scene Fix

Someone posted in another thread, posing a question "What can be done about the Proj99 raid scene? I believe a fair system could be created. You can't fix the raiding issues in classic trilogy EQ without customizing. If you are going to customize with variance to try to fix the raid scene, then you are willing to customize to "improve" things. To me that puts all ideas on the table to improve the raid scene.

I propose:

1. Each raid mob is in a "enraged" state, the damage would instantly kill anyone without a special item to remove it.

2. Each item that removes the enraged state for each raid mob has a percentage chance to randomly drop from any mob on the server once the raid mob spawns.

3. After the item drops for someone on the server. It will not drop again during the current spawn cycle unless it is unused within 24hrs after being dropped. If unused within 24 hours, the item will disappear.

4. If used, it will be available once again next spawn cycle. The enraged state will be removed. This guild will now have a chance to kill the raid mob. If the guild wipes, another force may now go for the mob if they have a force ready. At this point the mob will not enrage again, the current raid rules apply (FTE, etc).

5. The item can be traded to other users. This gives the ordinary guy a way to make some plat.

There you have it, a fixed system. Anyone, I mean anyone can have a "key" to unlocking a raid target. If someone isn't guilded, they can use it to obtain plat or items they want by selling or trading it. If a guild member with a raid force finds it, then they get a shot at a raid target.

Please tell me how this system could be abused? Someone could find a enrage removing item and sit on it ... but it poofs in 24hrs, allowing it to drop once again. If it is used and a raid force doesn't kill it .. it is fair game. It isn't no longer enraged and I guarantee it will be killed shortly after.

Again, if we are open to customization of the raid scene to try to improve it, which we are obviously looking at variance. It was added to the game to help improve the raid scene and wasn't in classic. If we are customizing to create a solution, let's put on our thinking caps to come up with the most fair unbiased system that has the least chance of being abused. My two cents ...
  #2  
Old 09-08-2013, 01:02 AM
fastboy21 fastboy21 is offline
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its not that ideas like this aren't possible for addressing classic raid issues...its that they just aren't legit classic solutions.

go look at toop's server...you get tokens or something like that to spawn raid mobs each week. sure, solutions like this cut out the poop socking and the griefing, but it throws out the baby with the bath water by killing the competitive raid scene.
  #3  
Old 09-08-2013, 08:31 PM
Absynthe2k5 Absynthe2k5 is offline
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Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
its not that ideas like this aren't possible for addressing classic raid issues...its that they just aren't legit classic solutions.

go look at toop's server...you get tokens or something like that to spawn raid mobs each week. sure, solutions like this cut out the poop socking and the griefing, but it throws out the baby with the bath water by killing the competitive raid scene.
It's classic Everquest, there really isn't any competition, those mobs have been beat like red headed step children for 15 years... Why exactly do folks keep defending poop-socking and greed when they supposedly come to these type servers for nostalgia and fun. Sheer greed talking imo. The only time this argument becomes remotely defensible is when it's in pvp and a team/guild has to protect their tiers. That honestly is a cop out too, but a valid strat. If folks really wanted fun/challenging pvp they would let the other lower folks gear a bit for a better challenge.

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  #4  
Old 09-08-2013, 08:35 PM
SamwiseRed SamwiseRed is offline
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Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
its not that ideas like this aren't possible for addressing classic raid issues...its that they just aren't legit classic solutions.

go look at toop's server...you get tokens or something like that to spawn raid mobs each week. sure, solutions like this cut out the poop socking and the griefing, but it throws out the baby with the bath water by killing the competitive raid scene.
lol whats competitive about who can stay on the longest with the most people? when you say competitve, i think of something that takes skill. out poopsocking != beating them. this is blue, the only competition here is who can remain unemployed the longest and still soak up obama bucks.
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  #5  
Old 09-09-2013, 09:26 PM
fastboy21 fastboy21 is offline
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Quote:
Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
lol whats competitive about who can stay on the longest with the most people? when you say competitve, i think of something that takes skill. out poopsocking != beating them. this is blue, the only competition here is who can remain unemployed the longest and still soak up obama bucks.
I agree with you. It is only competitive from the point of view that there is 1 piece of cake and 12 people want to get it. I don't mean competitive to imply skill or ability in the least here...I am saying that there is an adversarial zero-sum nature to pre-instancing EQ loot/raid targets.

IMO, you can't experience authentic classic EQ if you take that competitive part of the game out.
Last edited by fastboy21; 09-09-2013 at 09:29 PM..
  #6  
Old 09-08-2013, 01:06 AM
SCB SCB is offline
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I honestly think this would just cause geared level 60s to aoe the shit out of every dungeon in the game, even low level stuff like CB/Runnyeye/Blackburrow, because sheer volume of mob kills will guarantee the most chances at big targets.
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  #7  
Old 09-08-2013, 01:12 AM
porigromus porigromus is offline
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Quote:
Originally Posted by SCB [You must be logged in to view images. Log in or Register.]
I honestly think this would just cause geared level 60s to aoe the shit out of every dungeon in the game, even low level stuff like CB/Runnyeye/Blackburrow, because sheer volume of mob kills will guarantee the most chances at big targets.
Yes they could try to kill things till they get it, but at least everyone would have a chance to get them too. Now at least they would actually be playing the game instead of logging in for a few minutes to kill a raid mob. The mobs that drop the items could be adjusted if ALL mobs would cause an issue. Maybe the 40 - 60 mobs would have a higher chance of dropping them items than lower levels? You could also have only 50 - 60 mobs drop the items, since they are the folks that would actually need them. Every guild would have a fighting chance at those levels to obtain the item, instead of TMO dominating each target with a boat load of multiple alts.

And to the fella saying it isn't a classic solution ... variance isn't either. We are already customizing to try to improve things. If this is the goal let's put our thinking caps on.
Last edited by porigromus; 09-08-2013 at 01:18 AM..
  #8  
Old 09-08-2013, 01:15 AM
Cecily Cecily is offline
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Too many words and numbers =/
  #9  
Old 09-08-2013, 01:18 AM
porigromus porigromus is offline
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Quote:
Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
Too many words and numbers =/

I guess so if you are in TMO [You must be logged in to view images. Log in or Register.] Any solution that might give another guild a chance is bad.
  #10  
Old 09-08-2013, 01:37 AM
Cecily Cecily is offline
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"Creative ideas" are cute but do the rest of us a favor and please be concise.
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