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Thread Statistics | Show CCP posts - 1 post(s) |

sidthesexist
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Posted - 2006.02.01 15:24:00 -
[1]
Can the devs look into randomizing the complex spawn times please. Everyone knows they spawn after DT and depending on their level what times the commanders will re-spawn again. This needs to change.
We should have a system where it just randomly generates a time for the plex commanders to spawn.
________ Shinra
Originally by: Sidthesexist
I love you Tomb
Originally by: TomB Love you as well sexy.
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Kheo Sen
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Posted - 2006.02.01 15:35:00 -
[2]
/signed
The fact that it's a timer on overseer's respawn time makes this game dull - camping or grinding is bad for the staying power of a mmorpg.
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Danton Marcellus
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Posted - 2006.02.01 15:41:00 -
[3]
Hell yes!
Remind me about The Maze.
I'm Danton Marcellus and I approve of this message. |

Natas Liah
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Posted - 2006.02.01 15:44:00 -
[4]
Originally by: Kheo Sen /signed
The fact that it's a timer on overseer's respawn time makes this game dull - camping or grinding is bad for the staying power of a mmorpg.
Actually if they made spawn times random, there would be a whole lot more camping, since nobody knows when it will spawn, everyone just camps all the time.
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sidthesexist
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Posted - 2006.02.01 21:33:00 -
[5]
Originally by: Natas Liah
Originally by: Kheo Sen /signed
The fact that it's a timer on overseer's respawn time makes this game dull - camping or grinding is bad for the staying power of a mmorpg.
Actually if they made spawn times random, there would be a whole lot more camping, since nobody knows when it will spawn, everyone just camps all the time.
A Whole lot more campin meaning the people who defend it the most get to do it. Simple huh? ________ Shinra
Originally by: Sidthesexist
I love you Tomb
Originally by: TomB Love you as well sexy.
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woodman az
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Posted - 2006.02.01 23:43:00 -
[6]
 Yes please, I can't get any BPCs since I logg in around 23:00 eve time.
Proud member of the 2
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Winterblink
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Posted - 2006.02.01 23:56:00 -
[7]
Wow, that's such a new and innovative idea. I'm surprised nobody's thought of that yet.
Warp Drive Active | Nature Vraie |

Selena Sellion
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Posted - 2006.02.02 00:07:00 -
[8]
sarcasm becomes you like a miniskirt on a walrus Winter... :P
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DukDodgerz
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Posted - 2006.02.02 00:41:00 -
[9]
Originally by: Selena Sellion sarcasm becomes you like a miniskirt on a walrus Winter... :P
i thought Winter was cute in his miniskirt...
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Cosmo Raata
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Posted - 2006.02.02 00:52:00 -
[10]
Signed --
Its kind of unfair if you dont log on right before & after downtime, so basically 10/10 complexes are only for europeans & hawaians.
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SPUFFofDoG
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Posted - 2006.02.02 00:52:00 -
[11]
I agree,only the people in this time zone get the benifit.
Signed. Signature removed - File size too large.Laurelin |

Erazer4Nerver
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Posted - 2006.02.02 00:53:00 -
[12]
Signed! i'll never lose |

Dalan Darkstar
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Posted - 2006.02.02 00:53:00 -
[13]
/signed |

Martinez
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Posted - 2006.02.02 00:55:00 -
[14]
signed
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Corp Scammer
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Posted - 2006.02.02 01:58:00 -
[15]
I do believe this situation is the result of lazy programming to be honest - its a big gripe and it would be nice if CCP were able to add some randomness - expansion ie multiple gates and random respawn times.
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Chade Malloy
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Posted - 2006.02.02 03:16:00 -
[16]
I remember that b4 complexes where implemented, it was said that their entire location would change after a few weeks or months, so that a player canŠt farm the same complex in the same system for months wihtout end. Too bad that didnŠt get implemented.
Originally by: Oveur Jesus Christ. The Freighter ate the Stargate god and the Dreadnought didn't!
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Dracil Cegon
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Posted - 2006.02.02 03:26:00 -
[17]
/me signs. After DT = 4AM for me.
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Expert Newbie
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Posted - 2006.02.02 03:55:00 -
[18]
Originally by: Cosmo Raata Signed --
Its kind of unfair if you dont log on right before & after downtime, so basically 10/10 complexes are only for europeans & hawaians.
DT is at 1 AM here in Hawaii and comes back up 1:20 or 2 AM. Not exactly the best time to be running a long complex. ---------- |

Capt Williams
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Posted - 2006.02.02 04:27:00 -
[19]
Signed
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Malthros Zenobia
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Posted - 2006.02.02 04:45:00 -
[20]
/signed
Could we get more complexes after they fit the rather lame spawn times too? Lot of mods 'in game' that need to actually load somewhere, somehow, like pith small boosters and b-c type small gistii boosters.
Originally by: Istvaan Shogaatsu I'm probably one of the biggest Bush fanboys in Eve... This is like, Darth Vader, can't-reach-climax-without-killing-a-puppy evil.
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Calshim
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Posted - 2006.02.02 05:48:00 -
[21]
/signed ------------------------------------------------------------------------
UKC-Empire Diplomat -- UK Corp - Come Join the Party !!!
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Kyguard
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Posted - 2006.02.02 05:55:00 -
[22]
Kindly do your research before you post.
Complexes spawn after DT and a certain amount of hours after the complex was cleared. A second spawn time was put in to accomodate US timezone players. And yes, it is random.
-|-
The above thoughts are my own and do not represent my alliance.
Join LFC, become someone, become family. |
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Skellibjalla

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Posted - 2006.02.02 09:00:00 -
[23]
Edited by: Skellibjalla on 02/02/2006 09:01:09 Hi all!
FYI the decision is not random - The choice was between having the complexes spawn at predictable times so that people could go there and go by either first comes - first gets, or in <0.5 fight for the right OR have them so that noone knows when they are going to spawn, which could result in people camping the complex waiting for the NPC holding the key (if/when there is a key) to appear.
These are basically two sides of the same coin, only less action in method #2 (which is why we opted for #1 to begin with). This dilemma is also inherent in every static, persistent content in an mmorpg.
However, the main drawback with method #1 is what Shinra pointed out and that is that it's always the same people that get access to the first round, and thus "set the timer".
So now that the complexes have been out for a year, maybe it is time to have the s revise their strategy? ...or no! We'll randomize the downtime of TQ!! It would sure be easier to implement 
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w0rmy
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Posted - 2006.02.02 09:46:00 -
[24]
Originally by: Skellibjalla
So now that the complexes have been out for a year, maybe it is time to have the s revise their strategy? ...or no! We'll randomize the downtime of TQ!! It would sure be easier to implement 
BEST IDEA EVER!@!
Considering DT falls right in the middle of my play time, this would be perfect
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Nafri
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Posted - 2006.02.02 09:51:00 -
[25]
Originally by: Skellibjalla Edited by: Skellibjalla on 02/02/2006 09:01:09 Hi all!
FYI the decision is not random - The choice was between having the complexes spawn at predictable times so that people could go there and go by either first comes - first gets, or in <0.5 fight for the right OR have them so that noone knows when they are going to spawn, which could result in people camping the complex waiting for the NPC holding the key (if/when there is a key) to appear.
These are basically two sides of the same coin, only less action in method #2 (which is why we opted for #1 to begin with). This dilemma is also inherent in every static, persistent content in an mmorpg.
However, the main drawback with method #1 is what Shinra pointed out and that is that it's always the same people that get access to the first round, and thus "set the timer".
So now that the complexes have been out for a year, maybe it is time to have the s revise their strategy? ...or no! We'll randomize the downtime of TQ!! It would sure be easier to implement 
sorry but only unemployed and students have to to do a complex at that given time...
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Fitz Chivalry
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Posted - 2006.02.02 10:03:00 -
[26]
Yeah I went to empire to try out the complexes and cosmos missions but gave up after 3 nights as everything was just camped to death.
No key bearing rats, often no rats of any kind at all and someone just sat there waiting to blast them as soon as they appear.
I finally managed to complete a couple of missions, basically by begging in local for someone to sell me a couple of the ID cards I needed as none of the right rats were spawning despite sitting in the complex for a couple of hours, and I got a BPC for a structure mod which I will never use. Great.
Make the complexes random, make the entrances to them appear randomly on scanners as wormholes or whatever which shift location every day.
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EveJunkie
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Posted - 2006.02.02 10:13:00 -
[27]
I kind of wish the complexes were randomised, as in the whole thing spwans in different locations. Once beaten it despwans and pops up in a system nearby after a random timer. Having the same thing sitting there day in day out waiting for players doesnt make sence. If the buildings are all blown up and the npc's dead..why would they rebuid it in the same place and wait for the next round of pwnage?
Move them around, make complexes something to discover and get excited about finding not just a grind as they are now.
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Kheo Sen
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Posted - 2006.02.02 10:31:00 -
[28]
my previous post was not so explicit, so this is my ideea.
First: if a player has nothing better to do all day long beside camping so the overseer will show up - his problem, he can be rewarded for that, maby the overseer will spawn while he is camping.
I must confess that i'm trying to think of all level complexes, in a 10/10 or even less, the reword deserves 12h of camping or even more.
So my suggestions are 1.- a overseer will never spawn while he is camped in his spawning location i.e.: last part of the complex.
2.- the rest of the overseer that must be destroyed in order to obtain the key to the last level will spawn randomly. in a 3/10 - the cruisers - refinary headmaster and security chief/staff building. in a 4/10 the key will appear in the red can randomly. and so on.
Keys - a player cannot collect more then 2 keys ( or maby just 1) of the same kind - no more ppl farming keys and the passes through the complex and right to the last gate (going with a HAC in a 3/10 or 4/10 can take about 2 minutes to reach the final part of the complex and just to ignore the rest). Not only the keys in his cargo hold - no more then 2 keys ( i thing 2 is fair) in his assets.
Also the loot - if in a 3/10 u can make a nice sum of cash by destroying the last building - gistii loot- in a 4/10 the reword is only in bounty. Maby something like random loot in all complexes- the overseer can give u nice and expensive loot - BPC's (where is the case, i think the new table for the bpc's is good as it is - frigates bpc's from 1/10 to 3/10, cruisers bpc's from 4/10 up to 6/10 and BS bpc's from 7/10 and above.) or can give u random deadspace loot - hardners, guns, all sorts of items, making the loot table from overseers random it will be more interesting.
Comments are welcomed.
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Helison
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Posted - 2006.02.02 11:19:00 -
[29]
IŠm all for randomizing complexes!
*) Randomize their respawn times! *) Randomize their locations (delete them, when they were completed for example 5 times, then respawn the complex in another system) *) Randomize the NPCs in the complex! They should not be the same each time youŠre running it.
IŠm sure, that this will cost more ressources than the current solution, but it will be much better!
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AlienBreed
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Posted - 2006.02.02 11:42:00 -
[30]
make it so each account can only enter a particular complex once every 2 weeks or even better once a month
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James Lyrus
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Posted - 2006.02.02 11:50:00 -
[31]
I'm not sure how difficult it is, but IMO just moving the whole complex each downtime (or maybe each time it's completed or needs a respawn) would do the trick.
-- We are recruiting
Carriers on sale |

Chuck Noriss
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Posted - 2006.02.02 13:32:00 -
[32]
make some complexes random, like you have a new skill for scanning for them, it would add some exploration.
to take it further, you could have unique items or blueprints in some of these.
Just change it somehow please!
Roundhouse BAM! |

Stealthbite
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Posted - 2006.02.02 14:06:00 -
[33]
Just make Complex's more instance like so that as many people who want to run a plex can but they can only run that plex once a day. Think that would fix the prolbem.
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Uther Doull
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Posted - 2006.02.02 14:18:00 -
[34]
it would also make sure nobody wants to do the plex because the loot would be common as anything else and thus not worth the trouble --------------------------- My opinions are my own and not nessecarily those of my corp or alliance.
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Chippie MS
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Posted - 2006.02.02 14:27:00 -
[35]
How about a progressive kill order to get to the end.
IE you warp in and kill 2 BS, then 4BS spawn you need to kill these and on and on make the thing last an hour and it also gets progressivly harder. And to stir things up you could do it so you have to kill things in order IE Commander, General, Warlord
Yes before people start going on but people will just finish it and go back through well other people have made suggestions about only being able to do it once a day sounds good to me.
PS Yes I did nick the idea from the good ole days of EnB but it seemed to work well and it shouldnt be majorly hard to implement...... not that i know **** about techie things but still ------------------------------------ There's one ***** in the world, one ***** with many faces |

Sonos SAGD
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Posted - 2006.02.02 14:59:00 -
[36]
the only rule in the eve world is that he who has the bigger gun wins, they camp, you come wtih more ships and kill them
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Uther Doull
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Posted - 2006.02.02 15:20:00 -
[37]
Originally by: Sonos SAGD the only rule in the eve world is that he who has the bigger gun wins, they camp, you come wtih more ships and kill them
please read this post --------------------------- My opinions are my own and not nessecarily those of my corp or alliance.
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Cherio
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Posted - 2006.02.02 15:32:00 -
[38]
I have never atempted to run a complex but here is a suggestion that might solve some of the problems that players experience.
First the Complexes could be set to spawn at progressing times. So each day a complex will spawn 30 or 60 min later than the day before. In this way all time zones will have the complex spawn in their primetime once in a while. The spawn time will still be known by all who does their homework and fights for acces can still happen.
For the problem with keys it could be made so that once a gate is open, It will be open for all. This would favor loot thiefs, but with the new criminal flagging of thiefs protecting your loot by force will be possible to some degree.
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sidthesexist
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Posted - 2006.02.02 16:14:00 -
[39]
Originally by: Cherio I have never atempted to run a complex but here is a suggestion that might solve some of the problems that players experience.
First the Complexes could be set to spawn at progressing times. So each day a complex will spawn 30 or 60 min later than the day before. In this way all time zones will have the complex spawn in their primetime once in a while. The spawn time will still be known by all who does their homework and fights for acces can still happen.
For the problem with keys it could be made so that once a gate is open, It will be open for all. This would favor loot thiefs, but with the new criminal flagging of thiefs protecting your loot by force will be possible to some degree.
The simplest solution is to randomise spawn times.
________ Shinra
Originally by: Sidthesexist
I love you Tomb
Originally by: TomB Love you as well sexy.
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Uther Doull
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Posted - 2006.02.02 16:21:00 -
[40]
or if ccp wants us to compete, leave the gates unlocked after a key is used, and close em again wen it all spawns
that way you can follow the other guys into the plex and really] compete for the loot --------------------------- My opinions are my own and not nessecarily those of my corp or alliance.
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Vargrh
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Posted - 2006.02.02 16:36:00 -
[41]
Originally by: Uther Doull Edited by: Uther Doull on 02/02/2006 11:36:29 the problem with it right now is that the windows are so small competition for a plex is all but impossible. the scenario right now is: (for a 10/10 anyway)
DT - plex runners login in plex system - plex runners kill overseer on 1st level within 5 minutes - they get the key and are in 2nd level - unless you already have a key they will be safe in the plex and thus there is no competition for the plex unless you manage to catch them in those first 5 minutes - plex runners finish plex - plex runners log off
9 hours later (plex runners will know the exact time) - plex runners log in again, there is a 5minute window to 'compete' for the plex - the whole thing starts again
so basically there IS no competition for the resources, because only the first 5 minutes count...
OR, as I found one alliance is doing... they have alts in the plex system who log on, snipe the first level commander and then snipe the can. Denying everyone a chance to do the plex. And as the plex has a set respawn time, the do it to the clock. 
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The Enslaver
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Posted - 2006.02.02 16:39:00 -
[42]
Just randomise the respawn rates.
Easiest way :p -------- Shinra Director
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Orrin Danestarr
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Posted - 2006.02.02 17:47:00 -
[43]
Originally by: Uther Doull or if ccp wants us to compete, leave the gates unlocked after a key is used, and close em again wen it all spawns
that way you can follow the other guys into the plex and really] compete for the loot
Im all for this one if only to allow people who have to warp out a chance to get back in with the gang. "Imagination is the key that unlocks the door." - ME |

Vishnej
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Posted - 2006.02.02 18:34:00 -
[44]
Edited by: Vishnej on 02/02/2006 18:37:51 Just MOVE THEM.
When a complex is completed, allow the pirate organization to move to turn off their beacon and light up another complex somewhere else in the region.
This works much better than the current mode with the motif of escalating paths, as well. Perhaps they left a hint as to the new complex location with notes on five ships spread in spawns throughout the region, as well as possibly leaving one encrypted at one of the structures in the complex. To break the encryption, you need either a Hacker or the keycode found in an alternate path: a note dropped by one of the rats pointing to a spawn next to a planet three systems away, which will eventually lead you to the new complex.
Moving them is not instancing - just the opposite, it forces people to actually move around and bump against the other complex-runners.
Bringing camping to Eve was not a net gain, but something that's less passive could be.
Industry Demands |

Malthros Zenobia
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Posted - 2006.02.02 19:21:00 -
[45]
Originally by: Sonos SAGD the only rule in the eve world is that he who has the bigger gun wins
Are you sure you're playing the same game as the rest of us?
Originally by: Istvaan Shogaatsu I'm probably one of the biggest Bush fanboys in Eve... This is like, Darth Vader, can't-reach-climax-without-killing-a-puppy evil.
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Yeux Gris
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Posted - 2006.02.02 20:07:00 -
[46]
I used to hang around a low sec dark blood plex and protect my plex if you will :P
Made foe entertaining fun to say the least.
Got a few pirates and in the process got a bad sec status my self.
In the end ppl would not go near the plex if i was in system or near by.
I have fond memories of them days
Originally by: Skellibjalla Edited by: Skellibjalla on 02/02/2006 09:01:09 Hi all!
FYI the decision is not random - The choice was between having the complexes spawn at predictable times so that people could go there and go by either first comes - first gets, or in <0.5 fight for the right OR have them so that noone knows when they are going to spawn, which could result in people camping the complex waiting for the NPC holding the key (if/when there is a key) to appear.
These are basically two sides of the same coin, only less action in method #2 (which is why we opted for #1 to begin with). This dilemma is also inherent in every static, persistent content in an mmorpg.
However, the main drawback with method #1 is what Shinra pointed out and that is that it's always the same people that get access to the first round, and thus "set the timer".
So now that the complexes have been out for a year, maybe it is time to have the s revise their strategy? ...or no! We'll randomize the downtime of TQ!! It would sure be easier to implement 
|

Threv Echandari
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Posted - 2006.02.02 21:46:00 -
[47]
Edited by: Threv Echandari on 02/02/2006 21:55:05 Edited by: Threv Echandari on 02/02/2006 21:54:38 OK After attempting to do a few complexes I've given up they seem to be camped or spent and I don't have time for that nonsense... Though this comment will undoubtably spark FLAMES I think that Deadspace Complexes (at least in Empire Space) should be Either be instanced (I can hear the catcalls now....but please explain your resoning other than its a feature from other games. and everybody has the same lewt. As it is most people can't get the loot because they are camped and camping is more of a problem than Uber lewts Besides there are other reasons to do plexes such as testing your skills against a variety of ships. or Training Corp members on Team tactics (TS and Such) without going into 0.0 space. Or just Enjoying the "Dungeon" created by the Devs... Camping Sux... Instances fix that and there are diffrent ways of managing instances so that it provides diminishing returns for players who just want to to farm the Complex. (DDO handles this very well and IMHO is its best feature) Or Randomized times and Locations. I likethe randomized but then they would probably be a pain in the A$$
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Malverious Prime
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Posted - 2006.02.02 23:26:00 -
[48]
I was recently thinking about getting into plex running, not really having any idea what i was in for... being a mad rookie. Reading these posts gives me a mighty down buzz. I have to compete with professioanl plex campers to even get the slightest chance of the possibility of doing one? Gutted. There goes my nights play i suppose... looks like i'll be running missions again. Awesome. 
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Reiisha
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Posted - 2006.02.03 00:42:00 -
[49]
Originally by: sidthesexist
Originally by: Natas Liah
Originally by: Kheo Sen /signed
The fact that it's a timer on overseer's respawn time makes this game dull - camping or grinding is bad for the staying power of a mmorpg.
Actually if they made spawn times random, there would be a whole lot more camping, since nobody knows when it will spawn, everyone just camps all the time.
A Whole lot more campin meaning the people who defend it the most get to do it. Simple huh?
/signed
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Danton Marcellus
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Posted - 2006.02.03 01:26:00 -
[50]
Better yet, make complexes like spawns, once taken out they're gone and will re-appear elsewhere.
Remind me about The Maze.
I'm Danton Marcellus and I approve of this message. |

Nito Musashi
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Posted - 2006.02.03 01:31:00 -
[51]
I have run the complexes for awhile now, i have tried to camp and got lucky once to catch a spawn sitting there for like an hour in the last area, 10 minutes before it respawns a guy comes in the place rams my ship a few times, this is a .6 place. he would not talk just sat there and had the damn thing targeted and was blasting it before i could target like he knew to the minute when it would respawn.
current system is sporked to hell. the pro campers, the people that disconnect in the place till the spawn .
ramdom spawn, locked gates when a person/gang is in there. kicking people out that disconnect inside, removing the bpc drops entirely and just make mods and good loot drop.
how bout removing the bpc drops from the complexes entirely make them rare special mission drops, or mission bonus areas drops (random).
some changes need to happen, i think just uping the spawn times will just make the situation worse w camping soon as people figure out the spawn times. really dont care though the current situation is just ridicilous.
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Kldraina
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Posted - 2006.02.03 05:56:00 -
[52]
If you want it to be predictable, but not favor a single group too heavily, then perhaps it would be best to have the spawn time follow a simple predictable pattern that does not follow a 24 hour set. So each day it might appear 1 hour later than before (for example). |
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