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Old 05-08-2008, 03:28 PM  
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Default Re: Contested... Skill Vs Playtimes

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Originally Posted by Alesis View Post
Yeah? Lemme ask you this: Whos the Confirmed of your server? (You may very well have an NPU or something, I dont know). But in the current state of the game, as its designed now, noone will pull an avatar again on Unrest not named Confirmed.
Ok, few pages behind but I call complete bullshit on this. Why? Confirmed's raid times don't start until at least 8pm east coast time. Some other guild wants a shot at pulling the avatars and figuring out a strat for them? Get your people logged in at 6, that's at least 2 full hours of trial and error from which to learn from. And yes, I do think that there needs to be more contested mobs at varying degrees of difficulty. However I bet there will be whining with that too if the encounter designers also scale down the equip rating to match the difficulty of the mob. :/

I'd also like to make note of all the times Tangrin's ass sits around eating friggin bananas cuz nobody else is even TRYING him at all that i've seen.
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Last edited by Wrathful : 05-08-2008 at 03:30 PM.
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Old 05-08-2008, 03:50 PM  
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Default Re: Contested... Skill Vs Playtimes

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Originally Posted by Layra View Post
Title is the starter, but the question is, are contested mobs about skill or playtimes? Or something in between?
A lot of the servers as they stand don't have a ton of competition in terms of the contested mobs. Maybe because of limited playtimes or whatever but how about?

'Contested' mobs in their own instance, the door to said instance 'unlocks' at say 19:30 (or whatever peak playtime is on the server) on selected days.
All participating guilds get to zone in at the same time, first one to kill 'the boss' gets the loot, all other instances (for the other guilds) depop once the 'winning' guild kills the final mob.

You could flavour the zones with trash mobs (thinking clockwork menace, short sweet and timed), or just have a straight up kill (e.g. Venril Sathir?).

That way it would be a contest on which guild can kill the mob fastest. Who has the steady high dps setup and so on?

I think this would be much more of a rush in terms of competition, even the 'best' guild on the server could make one small fuck up on trash and drop behind. Would also give a bit of an edge to the fight knowing that your mob could depop at 5% health? I guess you could also make it that instead of 'depopping' you just dont get a chest at the end of the fight if you weren't the fastest?

Could also mix it up a little and maybe say the 1st guild to clear gets 2 drops, 2nd guild gets 1 drop, that way people are still getting geared and gap's between competing guilds dont build up.

This way I think you would get more guilds 'competing' and put a bit of the competition back into the contested mobs.

Any thoughts?
Don't remember who said it first but

"You guild is as good as your weakest member." So hardcore guild is a guild that's willing to get rid of their weakest member constantly. Everything else is just secondary and more or less a checklist of things to do.

But what you suggested is already done but better, it is called contested zone like the one outside GodKing.

Another suggestion would be a worldwide contested instance open to any guild with Trak + Avatar flag. Then again, I doubt SOE is competent enough / or have the resources for it.

Edited: To the above - I am sure confirmed would just call up people if they see them pulling a contested mob.

Last edited by hearth : 05-08-2008 at 03:57 PM.
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Old 05-08-2008, 06:28 PM  
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Default Re: Contested... Skill Vs Playtimes

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Originally Posted by Wrathful View Post
Ok, few pages behind but I call complete bullshit on this. Why? Confirmed's raid times don't start until at least 8pm east coast time. Some other guild wants a shot at pulling the avatars and figuring out a strat for them? Get your people logged in at 6, that's at least 2 full hours of trial and error from which to learn from.
Hey revelations pulled valor and their guard got his faced smashed in a couple times and then got to watch me tank it.
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Old 05-08-2008, 06:58 PM  
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Default Re: Contested... Skill Vs Playtimes

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Thats what, roughly 6 feet? I just KNEW she was a big bitch lol.
does that makeyou feel any better??? you who sit so smug and comfy behind a computer throwing insults at a woman you dont know, who would prolly kick your ass and just downright embarass what little masculinity you have. tell me, do you know which Johns used condom your whore of a mother used to inseminate herself with you? because by the looks of things the spermicidal lubricant failed to kill off the rest of you besdes your brain.
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Old 05-08-2008, 10:45 PM  
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Default Re: Contested... Skill Vs Playtimes

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Hey revelations pulled valor and their guard got his faced smashed in a couple times and then got to watch me tank it.
Yes, and that shouldn't stop anyone from trying again, which is what i've yet to see regularily. ;)

As for call list. I'm sure anyone that really WANTS to have some shots at learning the avatar encounters can figure out pretty easily whether or not they'd bother calling and which mobs they would be concerned with over others. It's not hard to take a few mins reading and figure out which of the avatars would be easiest for a guild new to killing them. Worrying about someone else's call list would just be a poor excuse to not even try. I'm sure any guilds that are actually interested in them on Unrest, CAN get some tries in. There's opportunity to do it, that's about all i'll say. If someone really wants them bad, figure the rest out for yourselves. :D
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Old 05-09-2008, 04:02 AM  
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Default Re: Contested... Skill Vs Playtimes

Easy fix, as previously stated: Stop raising the level cap. Voila!

EQ1 rocked because you'd be 60 for 2 years and tons more content would come out during that time. EQ2 has duplicated that only once (EoF) and it worked really well. Sad they got away from it already.

For a damn long time, people were still fighting over Hurricanus, MO and 3 Princes in EoF.
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Old 05-09-2008, 07:16 AM  
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Default Re: Contested... Skill Vs Playtimes

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Originally Posted by Layra View Post
As for getting rid of contested mobs? It's happening anyway so throw some better ideas out there before ALL competition is gone completely...
Make the pop window smaller. People seem to think having some ridiculously huge pop window will make it more contested. What's the difference if a mob spawns between 5-7 days or 9-15 days? The same guilds are gonna camp until it pops... they aren't going to just stop checking on them. The other same guilds won't bother camping because they don't want it as bad, or can't log in, or have a life, or blah blah wtf ever.

I propose make things pop in a much smaller window... like 3 hours. Say a mob dies and has a 21-24 hour respawn. That's a 3 hour camp when you know it will pop. So a few people get a time of death, form up and be ready to pull at 21 hours, and know it's going to pop within 24. Then you have multiple guilds already formed up actively camping ready to pull. Make the repop as long as you want, but keep the actual window relatively small, giving a chance for multiple guilds to show up for the camp, knowing it will pop reasonably soon. Avatars (for example) could re-pop as early as 5 days or as late as 5 days 3 hours.

Also, making more contested mobs would help. As said they could just put avatars on their own timers and you'd have "more contested" and the devs would have to do hardly anything.

Last edited by Malevolence : 05-09-2008 at 07:19 AM.
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Old 05-09-2008, 08:39 AM  
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Default Re: Contested... Skill Vs Playtimes

I'll gladly second that motion to NOT bring in another lvl cap increase. It's completely unwarranted if you have devs that can create new and fully functional, challenging encounters that force people to put forth their best in overcoming them... Oh, wait .... Ok well it's worked just fine in FFXI. Guess we can expect another cap raise here though. :/
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Old 05-09-2008, 10:11 AM  
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Default Re: Contested... Skill Vs Playtimes

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Originally Posted by Cracatoa View Post
Easy fix, as previously stated: Stop raising the level cap. Voila!

EQ1 rocked because you'd be 60 for 2 years and tons more content would come out during that time. EQ2 has duplicated that only once (EoF) and it worked really well. Sad they got away from it already.

For a damn long time, people were still fighting over Hurricanus, MO and 3 Princes in EoF.
I don't disagree, but there are somethings holding this back.

Things learned from everquest 2:

Linear Progression systems are the best. Diminishing returns aparently takes too much responsibility for forward thinking for a dev. after gear is made too powerful the only course of action is increasing the level cap.

The Solo quest approach being implemented is a waste of dev time. Spending most of your dev power creating solo quests with absolutely 0 replay value doesnt work except with a huge marketing campaign and a very large audience draw.

Itemization MAKES content. Look at SoH. You throw in an extremely easy zone with the best gear in the game and everyone flocks there skipping all the rest of the content. This can be seen especially with chardok and seb with more emphasis on chardok. A comepletey fine zone, pretty and stable that no one plays b/c the game was itemized incorrectly.
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Old 05-09-2008, 10:29 AM  
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Default Re: Contested... Skill Vs Playtimes

i knew it i just knew alesis would be on this post like flys on shit

all hail the return of captain stubourn champion of ignorance !
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