Thinkmeats
War Is Good For Business
It's obvious that the Prison of Adymyzzra has a pretty big split of mob strength in it. The IP dragons are far and away stronger than MotG. That isn't unique--other zones have big spreads in mob strength--but Prison isn't on the same tier as other zones. Only Sepulcher and Caverns are similar in power, but there's really no replacement for prison. If torment is full, a guild can go to air. If air is full, a guild can go elsewhere still, and so on. If prison is full, a guild can go to... where? If there were as many zones in the prison teir as there were in the lower tiers, this wouldn't be a problem. If there was only one guild in prison, this wouldn't be a problem. Unfortunately, neither of these conditions is true.
Forsaken still rumbles prison frequently, Ruin does OP when we can, and PR has been sniffing around OP for a while now. There's a traffic jam at the big house--only one raid can be in the zone at the same time, even though they might be raiding significantly different content. Right now it's mostly Forsaken and Ruin rubbing shoulders, but who's to say it won't be Ruin and Phoenix Rising later? Phoenix Rising and Escuhardtospell? The guild landscape is a bit more populus nowadays, but there's still only one Prison.
It's not just crowded people. The Manifestations encounter has severe lag problems too it, and I know from experience that if I try to play on a dialup Prison basically chokes the shit out of my connection. The zone is just plain busy--there's lots of content in there, and more going in, but there's still only the one zone.
How to fix it? Instancing is out of the question. Too much gear goes into the system too quickly, and implementing it serverside would be pretty rough. My favorite solution involves splitting the zone into segments based on tier. For now, OP in one zone, IP in the other; both zones would the same zone map, but entering the portal to OP in EF would take you to prisonA, and at the physical location where OP becomes IP on the map, there'd be a mechanism to zone players into prisonB. PrisonB would use the same zone map as prisonA, but only the IP segment would be populated; in A, only the OP segment would be populated. Mobs would respawn as normal, but the zones would have seperate player caps, being techincally different zones. The mechanism could be switching a door from open on click to zone on click, it could be an NPC you hail, it could be really anything. So long as it was reasonably possible for an IP guild to enter IP while someone's in OP, or an OP guild to do OP while someone's in IP, it would work.
Overall, I feel this solution is the best among the options. No nasty inflation side-effects, relatively simple to implement and mantain (going into the "wrong part" of your zone would just have you wandering the empty halls--no harm in that), and it avoids cockblocking guilds, be they hitting IP or OP. This could be left in indefinitely, or reversed when more prison-teir zones enter the game.
Oh, and I shouldn't have to mention this, but let's keep this thread clean, no?
Forsaken still rumbles prison frequently, Ruin does OP when we can, and PR has been sniffing around OP for a while now. There's a traffic jam at the big house--only one raid can be in the zone at the same time, even though they might be raiding significantly different content. Right now it's mostly Forsaken and Ruin rubbing shoulders, but who's to say it won't be Ruin and Phoenix Rising later? Phoenix Rising and Escuhardtospell? The guild landscape is a bit more populus nowadays, but there's still only one Prison.
It's not just crowded people. The Manifestations encounter has severe lag problems too it, and I know from experience that if I try to play on a dialup Prison basically chokes the shit out of my connection. The zone is just plain busy--there's lots of content in there, and more going in, but there's still only the one zone.
How to fix it? Instancing is out of the question. Too much gear goes into the system too quickly, and implementing it serverside would be pretty rough. My favorite solution involves splitting the zone into segments based on tier. For now, OP in one zone, IP in the other; both zones would the same zone map, but entering the portal to OP in EF would take you to prisonA, and at the physical location where OP becomes IP on the map, there'd be a mechanism to zone players into prisonB. PrisonB would use the same zone map as prisonA, but only the IP segment would be populated; in A, only the OP segment would be populated. Mobs would respawn as normal, but the zones would have seperate player caps, being techincally different zones. The mechanism could be switching a door from open on click to zone on click, it could be an NPC you hail, it could be really anything. So long as it was reasonably possible for an IP guild to enter IP while someone's in OP, or an OP guild to do OP while someone's in IP, it would work.
Overall, I feel this solution is the best among the options. No nasty inflation side-effects, relatively simple to implement and mantain (going into the "wrong part" of your zone would just have you wandering the empty halls--no harm in that), and it avoids cockblocking guilds, be they hitting IP or OP. This could be left in indefinitely, or reversed when more prison-teir zones enter the game.
Oh, and I shouldn't have to mention this, but let's keep this thread clean, no?