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Old 05-31-2003, 08:40 PM   #1 (permalink)
ganthornx
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2 things that need to be fixed with elemental planes

2 big things that need to be fixed in the ele planes imo are A) respawn on PoEA and B) Coirnav needs to respawn within a reasonable amount of time if the ring is failed and hes not spawned. If hes spawned i think 3days is an ok repop like if fennin is spawned. My guild just spent 8 hours waiting on Coirnav to pop because both "uber" guilds on the server need it. Then we win the gm forced roll for it and an app cleric heals a monk and we whipe out. Now we have to wait 3 days and fight with the other guild at a shot at it. These 2 repop timers are what really irritates me atm. Spending 8-10 hours in one zone only for it to be fucked up in 5mins and have to wait again 3 days or as in the case of poeb til a patch is just unnacceptable. Fixing the Coirnav timer would also keep people from griefing each other.
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Old 05-31-2003, 08:46 PM   #2 (permalink)
Samus Aran
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I understand they ban/warn people/guilds for griefing coirnov script now.
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Old 05-31-2003, 08:52 PM   #3 (permalink)
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as long as you say pull some mobs in the ring and whipe out i dont think they can really do anything now if you kill it and ae TL out i bet they would get mad.
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Old 05-31-2003, 11:42 PM   #4 (permalink)
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ya

the coirnav ring is just way too unforgiving for the respawn time...there are bugs in there too. we rotate the ring with the other top guild get a shot at it every 6 days...last time we split off the first 2 bosses, killed them (gated the other one and cleared agro). unfortunately the last one (pwelon of vapor) doesnt gate right and is now under the world. but the time we are able to target and regate him, and pull to camp, already lost precious minute or so, and get ported out...

either make the ring event have a longer (NOT RANDOM) timer to complete or make it respawn faster.

and the poearth and poair rings and avatars...well its obvious whats wrong there, they dont respawn right. fix this stuff before WoW goes beta, and youll save yourselves some subscribers temporarily
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Old 06-01-2003, 12:53 AM   #5 (permalink)
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Er gated? I just killed the fuckers, never had a problem! I agree about the earth rings though and air, would be nice to actually see when they were up other than waste 30 minutes clearing to find oh hey, not up/ph up. But honestly, I don't see a real reason to shorten Coirnav's timer. It isn't a very hard event, it can be done with around 45 without need for any high amount of certain classes (mainly not like you need piles of healers for this) and its quite good rvr.

Ya win some, ya lose some. Refine your play and you win, and its all good. Also I would like to discourage further dumbing down of any event. Its not satisfying to pass content only to see it be handed out to the next generation of players requiring not even half the effort.
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Old 06-01-2003, 04:17 AM   #6 (permalink)
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the faster respawn has to do with the fact that you cant always be the only guild doing the event so when you have 4 guilds in the ele planes like we do with a 4th fairly close it becomes a MAJOR pain with such an easy to blow spawn
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Old 06-01-2003, 05:08 AM   #7 (permalink)
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Sure, but that is really no different than any contested spawn in the game. Sometimes you win, sometimes you don't. Sometimes others win, you just have to plan ahead and work on fixing the problems the time you lost. Honestly, Coirnav is really easy once you get it down and becomes a big fat cash cow if you can farm it especially now with the coh enabling in Water you are in and out in 30 minutes tops basically, so I don't see the really compelling reason to lesson the respawn of the event. Faster respawn = more time people can spend pretty well any day there is a failure and learn the event much faster than the 3 day redo it normally would take. Due to how uncomplex the event is (because it is really easy once you figure it out) if Coirnav was on a say 4 or 8 hour timer, thats potentially 2-3 more tries in a day a guild could do, making an already easy event even easier to learn and complete. Generally 1 kill is about all you need to flag most guilds, beyond that is basically a loot farm.

While I would agree 4 guilds in the elementals isn't fun at all because realistically, everyone is getting a tiny piece of the pie, slowing everyone down in their progression, the issue isn't the spawn itself as it is failure to meet player needs - Everquest doesn't handle sharing spawns too well among high population servers (which is to say all of them), and it is only going to get worse from here on out. This expansion has changed the end game so much so it has never been like this on pretty well any server. I honestly can't think of any server which had 2+ guilds doing Vex Thal at the same time, or any end game content prior to that. Even with 4 planes + Time there simply isn't enough to go around for multiple guilds at the same time. What I expect in any further expansions is we'll have 3-4+ guilds on every server done with Time and therefore all funneled together to compete with each other for new content, where everyone will progress at roughly the same rate and players quit (those who still decide to play after this expansion I should say) after 3-4 months, tired of the endless competition. Some might find it enjoyable to compete for spawns, but the majority of players do not and would rather just kill shit rather than be forced to deal with player politics. The only viable solution is more servers with more splits - this is terrible for a brand new server to basically default all its high end content to 1 guild ad infinitum, but a necessary evil to keep the high end game from collapsing upon itself as the longest standing players just get tired of it. There used to be a standard progression - guilds who were first in Fear and Hate moved onward to Kunark content, did Venril and Trakanon and moved on to VP, while the next generation of guilds were doing old world content. Now there is mostly no reason to do any pre-Velious content at all, and even then the market for tradeable equipment which is comparable/better than Velious equipment has killed mostly any need to visit that expansion at all, in addition to AA's which increase player power drastically and anyone, regardless of type of equipment can get them in large quantities at a fairly fast rate. The destruction of linear progress through this game has killed the end game, and will only continue to drive it even further into the ground at this rate

I never really understood what the logic was, because somewhere, every night, someone logs into their guildchat to say "so what are we killing tonight" only to get the response "nothing, so and so killed it all already". It is almost like every server is PVP, just not in the absolutely literal sense.

Pardon the ramblings, just how I see things.
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Old 06-01-2003, 06:58 AM   #8 (permalink)
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Cornaiv ring trigger should repop in 8 hours after a failed event. Just like blood/emperor works. Most guilds dont have 8 hour+ raidwindows, so any one guild would only get one try pr day, but at the same time open it up to a second attempt that day for a different time zone guild. This would also prevent griefing guilds from deliberately blowing the spawn.

It obviously wasnt as big an issue for the first guilds there, as they could try every 3 days, but on most servers there are now alot of guilds wanting to try these events, and the repeated blowing can get annoying.

Currently on my server the resident PoTime enabled guild have blown cornaiv on their last 5+ attempts, so its obviously not trivial to everyone either.

Also it would help give people more to do if they fixed PoE-A. Having one of the 4 elemental planes broken means 25% less worthwhile content available.
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Old 06-02-2003, 05:34 AM   #9 (permalink)
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Nakilos, how many elementals guilds are in your server? we have almost 5, 2 of them can kill elemental gods, 2 can kill anything else, and 1 is about to kill RZTW pretty soon.... so... Imagine a world with 5 elementals guilds that all them can kill elemental gods... oh teh pain! lets roll everyweek with the other 4 guilds, maybe we will get a coirnav spawn in like 4-5 months, and in like 8 months we will learn the event (After 2-3 tries of course) and we will be ready for potime!... in 8 months...
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Old 06-02-2003, 07:12 AM   #10 (permalink)
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chuckle

before maelin opened the nameless had 6 elemental guilds

legacy of steel - us based
Remedy(on maelin now) - euro based
crimson tempest(on maelin now) us based
kylin eyes - asian based
paradise of nameless or war dragon forget which - asian based
euphoria -us based

2 left one got in... so we have 5 elemental planes tagged guilds still

my guild is slowly working on flagging. once we get another caprin cycle down we should have enough for bertox - out of 64 people last nite 20 didn't have the flag-so we did aerin dar instead to get more people into hoh. the caprin cycle bugged on us and despawned.
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Old 06-02-2003, 02:23 PM   #11 (permalink)
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3 actually. 1 in Time, 1 has killed Fennin Ro so far/farming random mobs for elemental loot, the other just recently got their guild fully flagged and farms whatever is up. Seriously though, do what anyone does if they want something in this game - be there and do it. Honestly, you might complain it will take you 8 months to get into Time, but at the rate Time is being completed by people (which in case you haven't noticed compared to previous end game zones) is REALLY FUCKING SLOW - this is due to bugs in scripts and improperly tuned events. Do you really want to be 5 people standing in a public bathroom, all got to take a shit and only enough toilet paper for 2 people? I know I wouldn't.

I still don't see the reason to speed up the reset time on Coirnav. I'm fairly sure by the end of the expansion there will be 2-3 guilds in Time on almost every server, and making gods even easier doesn't solve the problem. Realistically you need 1 Coirnav kill to flag your guild, debateably 2 to get your mostly inactive people, beyond that its a loot farm. As I mentioned before the natural progression of the game being destroyed has caused this problem, and as I said before it will only get worse. Making gods even easier only makes the problem worse, and if you don't think lowering the reset time makes Coirnav easier it does. Its a pretty straight forward event, takes little time, the more practice you get at it in a shorter period of time, the sooner you will win. Its not like you have to do gods in a specific order either, I'm not sure why people don't try other things instead.
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Old 06-03-2003, 09:53 AM   #12 (permalink)
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why change it now?

I like the fact that its unforgiving... took dozens of trys to get it right... forces every member to do exactly whats required... isn't that what we've all been begging for since those SoL 30 minute afk-slug-boredom-fests?
well, crack down, go over your strategy in fine detail, make sure all your people are amped up on coffee and the fact that their house is on fire would never distract them...
its an 18 minute blitz, people should be able to pay attention for 18minutes...
i suppose next you'll want another round of nerfs on poeB so it too is more forgiving?
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Old 06-03-2003, 09:57 AM   #13 (permalink)
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I don't think I see anyone complaining about the difficulty of learning, just the respawn on a failed attempt.
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Old 06-03-2003, 10:11 AM   #14 (permalink)
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/shrug

that is an added part of the difficulty... increases the pressure to perform correctly... good things imo
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Old 06-03-2003, 10:27 AM   #15 (permalink)
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The problem is that EQ isn't a single player game. Zalach were you around when the AoW was blowable by any guild doing SoRZ. Were you around when the cursed spawn was blowable? Making an event that can't be done over and over in a single night isn't the issue. This is nothing to do with making the event more forgiving. It has to do that EQ is a multiplayer game, blowable spawns especially blowable spawns where the encounter is part of progression is a bad idea. Because guilds learning penalizes others in that aspect. How is making the encounter a 4 to 6 hour respawn on a failure going to change any aspect of a guild having to execute over however long the encounter takes you. Hey guess what it doesn't change anything. Sure it's not a big deal when servers had 1 elemental guild and they were the only ones learning the spawn. But when most servers have a large number of elemental guilds it's a tribute to bad game design.
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