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View Full Version : When was r99 great?


Jimjam
06-22-2016, 03:45 AM
With calls to make red 99 GREAT AGAIN, I'm interested in hearing the different opinions on red truly was at its greatest.

Stories please!

Bazia
06-22-2016, 04:06 AM
it was greatest at launch when you could barely travel through a zone without crashing from lag, or clicking a spell gem and then not being able to use spells until you relogged

this lasted somewhere near a month by the way

Bazia
06-22-2016, 04:07 AM
all honesty though first few months of kunark were best, everyone had taken a long break during classic and came ready to bang

AzzarTheGod
06-22-2016, 05:03 AM
all honesty though first few months of kunark were best, everyone had taken a long break during classic and came ready to bang

Xaanka
06-22-2016, 07:11 AM
basically whenever i log on, i haven't played in a while and red 99 has been pretty shit. coincidence? i think not.

LostCause
06-22-2016, 09:25 AM
classic when manastone was still dropping was fun as fuck esp sitting under the rock in the water.

king room behind zl was pretty fun too.


server died off tho towards end of classic when kunark released shit was pretty good aswell.

notinmyname
06-22-2016, 09:28 AM
When you used to be able to get pussy for how badass at PvP you were

syztem
06-22-2016, 10:09 AM
Just too big so many zones hard to find ppl. Need to enable /w all to see where people are freely. Maybe disable if they in a group with 3 players and gaining exp steadily? Don't care tbh just open up more stuff so kc stupid being prime PvP spot next to chilling at velious portals waiting to gank

hokuten99
06-22-2016, 10:32 AM
All the time periods this hero named jibekn played on the box.

iiNGloriouS
06-22-2016, 10:34 AM
All the time periods this hero named jibekn played on the box.

I mean one of your 16 personalities still play you fuckin weirdo

Swish
06-22-2016, 10:46 AM
Best time was when Kithicor Forest was OFF LIMITS

http://i.imgur.com/skmnsa4.gif

Samsung
06-22-2016, 11:21 AM
Lol Swish.

Lite quitting didn't help. He would keep a group of us competitive and we went out of our way pvping.

Redi
06-22-2016, 04:30 PM
Duration of classic with legacy items, some of kunark

Farzo
06-22-2016, 04:32 PM
Anything pre velious was fun.

Velious just isnt a fun expansion.

Fame
06-22-2016, 05:48 PM
Was averaging 15-20 kills per day near the end of 2014, was pretty great then would play again

HippoNipple
06-22-2016, 05:52 PM
Best time was before server opened with the Cast and Lovely feud. It has been downhill since server opened and people were allowed to log in and play.

hectorchrist0
06-22-2016, 08:48 PM
first week of the box was the most epic bluebie slaughter fest. the tears will never flow like that again on red

Shrubwise
06-22-2016, 10:57 PM
it was greatest at launch when you could barely travel through a zone without crashing from lag, or clicking a spell gem and then not being able to use spells until you relogged

this lasted somewhere near a month by the way

Yes, first month was the golden age. I've got a battle video somewhere of a group of us dwarves fighting a pack of gnomes for unrest yard trash, everyone in the L10-13 range. Was golden.

Videri
06-22-2016, 11:54 PM
Sounds like I really missed some good times earlier in the server's life - though I wouldn't have been able to appreciate them since I would have been an Everquest and PvP beginner. I only really started to get the picture after playing here for a year (2015).

As for me, the most exciting time I ever saw was during <Good Guys> when we were fighting for little things like Ragefire and Kunark dragons, and it was the first time I had seen some of that content. There were some close fights and I passionately wanted to see if we would start to overtake <Empire>, and that feeling of being part of an underdog with potential was very exciting. I guess the best PvP memories come from times when there was real competition. Competition both frightens and excites me.

Chaboo_Cleric
06-23-2016, 01:55 AM
Best time was before server opened with the Cast and Lovely feud. It has been downhill since server opened and people were allowed to log in and play.

Cast was a legend.
So was Lovely.
A+ best threads ever to grace these forums

Zuranthium
06-23-2016, 05:17 AM
The most appealing "classic" PvP server to me would be KUNARK era with these changes:

1.) Plugging while zoning results in you coming out linkdead for 10 seconds before leaving the game. Zoning itself also now takes a minimum amount of time for all players (exact amount to be determined), so as to make "zone hopping" more fair instead of rewarding the people who happen to zone the quickest. People also can now only move between the same zoneline a maximum of 3 times per minute. This way the game becomes about either fighting, running, or hoping you don't get killed when you plug. Not about continuously zone-hopping and plugging without risk.

2.) Put damage caps on the amount of DPS a character is able to do per level in melee PvP, so as to prevent twinked characters from having such large advantages and to curb the excessive amount of power that top geared/buffed melee characters have in general at the endgame.

3.) All of the raid targets being on 3-day respawns instead of 1 week, increasing the Hitpoints some of these mobs currently have, and these mobs banishing more than a certain number of players from the area - they should be more of a challenge.

4.) Emerald Jungle and Skyfire ports not requiring you to be in a Kunark dungeon. Boats to and from Kunark being much faster and more frequent, also Ocean of Tears and Erud's Crossing to some extent while we're at it.

5.) Druids + Mages + Necros getting their Velious era spells, plus Druids getting Bear form and Surefall Glade portal, and Wizards getting group translocate. Summoned pets now zone with their caster. Cleric complete heal breastplate nerfed to Velious era version. Shaman cannibalize line changed to hit once per tick over the course of 3 ticks (makes the process less tedious).

6.) Removal of class exp penalties + give Rangers/Paladins/SK's their initial Velious era buffs, but cap Harm Touch damage in PvP at 40% of an opponent's maximum health, because it can be overly gimmicky.

7.) Manastone continuing to drop but being usable only by Wizards; would work in any zone but be unusable if it would cause suicide and would be limited to 10 clicks per minute in the 'restricted' zones. Also decrease activation time on Wizard Epic to 12 seconds, and halve the activation+recharge+stun times on Harvest.

8.) Manna Robe dropping inside Permafrost dungeon from the Giants as a rare drop (removed from Trakanon and decrease respawn timer on these Giants to 22 minutes), usable by any caster, effect changed to a +100 mana pump that can be used once every 2 minutes. Would help reduce downtime for casters at the higher levels and make this zone much more highly visited.

9.) Move small amounts of various other quality items to underused zones (Runnyeye, Gorge of King Xorbb, Splitpaw, Lake Rathe, Kaesora, Dalnir, Nurga, Swamp of No Hope, Dagnor's Cauldron, Kerra Isle, The Warrens, Erud's Crossing - add some underwater content here) to increase traffic flow to those zones. Locket of Escape can continue dropping, I'm fine with melee classes sometimes being able to bind anywhere a caster can.

10.) Poison + Disease removal potions having 50 charges each, Pumice Stones having 25 charges; it's boring needing to restock so much and just makes people not want to PvP in many cases since they know they can't engage in many instances without having these.

11.) Make bind wound universally work up to 70% health and give more health back than it currently does (Skill Level divided by 2).

12.) Drastically increase the spawn rates on the Veeshan's Peak quest-key mobs, because it's retarded for people to waste so much time on that shit. Don't require a Howling Stones key at all, because that's a waste of space.

13.) Quillmane cloak only being usable by casters - melee are already strong enough, depend on casters for Levitate you meatbags.

AzzarTheGod
06-23-2016, 05:27 AM
When is the best time to read a Zuranthium post? Doesn't seem to go so well at 5 AM.

Anyone have any advice who has been reading his posts for awhile? I am new to this.

Colgate
06-23-2016, 06:09 AM
it's probably incredibly fucking stupid

ducktv
06-23-2016, 06:18 AM
The most appealing "classic" PvP server to me would be KUNARK era with these changes:

1.) Plugging while zoning results in you coming out linkdead for 10 seconds before leaving the game. Zoning itself also now takes a minimum amount of time for all players (exact amount to be determined), so as to make "zone hopping" more fair instead of rewarding the people who happen to zone the quickest. People also can now only move between the same zoneline a maximum of 3 times per minute. This way the game becomes about either fighting, running, or hoping you don't get killed when you plug. Not about continuously zone-hopping and plugging without risk.

2.) Put damage caps on the amount of DPS a character is able to do per level in melee PvP, so as to prevent twinked characters from having such large advantages and to curb the excessive amount of power that top geared/buffed melee characters have in general at the endgame.

3.) All of the raid targets being on 3-day respawns instead of 1 week, increasing the Hitpoints some of these mobs currently have, and these mobs banishing more than a certain number of players from the area - they should be more of a challenge.

4.) Emerald Jungle and Skyfire ports not requiring you to be in a Kunark dungeon. Boats to and from Kunark being much faster and more frequent, also Ocean of Tears and Erud's Crossing to some extent while we're at it.

5.) Druids + Mages + Necros getting their Velious era spells, plus Druids getting Bear form and Surefall Glade portal, and Wizards getting group translocate. Summoned pets now zone with their caster. Cleric complete heal breastplate nerfed to Velious era version. Shaman cannibalize line changed to hit once per tick over the course of 3 ticks (makes the process less tedious).

6.) Removal of class exp penalties + give Rangers/Paladins/SK's their initial Velious era buffs, but cap Harm Touch damage in PvP at 40% of an opponent's maximum health, because it can be overly gimmicky.

7.) Manastone continuing to drop but being usable only by Wizards; would work in any zone but be unusable if it would cause suicide and would be limited to 10 clicks per minute in the 'restricted' zones. Also decrease activation time on Wizard Epic to 12 seconds, and halve the activation+recharge+stun times on Harvest.

8.) Manna Robe dropping inside Permafrost dungeon from the Giants as a rare drop (removed from Trakanon and decrease respawn timer on these Giants to 22 minutes), usable by any caster, effect changed to a +100 mana pump that can be used once every 2 minutes. Would help reduce downtime for casters at the higher levels and make this zone much more highly visited.

9.) Move small amounts of various other quality items to underused zones (Runnyeye, Gorge of King Xorbb, Splitpaw, Lake Rathe, Kaesora, Dalnir, Nurga, Swamp of No Hope, Dagnor's Cauldron, Kerra Isle, The Warrens, Erud's Crossing - add some underwater content here) to increase traffic flow to those zones. Locket of Escape can continue dropping, I'm fine with melee classes sometimes being able to bind anywhere a caster can.

10.) Poison + Disease removal potions having 50 charges each, Pumice Stones having 25 charges; it's boring needing to restock so much and just makes people not want to PvP in many cases since they know they can't engage in many instances without having these.

11.) Make bind wound universally work up to 70% health and give more health back than it currently does (Skill Level divided by 2).

12.) Drastically increase the spawn rates on the Veeshan's Peak quest-key mobs, because it's retarded for people to waste so much time on that shit. Don't require a Howling Stones key at all, because that's a waste of space.

13.) Quillmane cloak only being usable by casters - melee are already strong enough, depend on casters for Levitate you meatbags.

this might be the most retarded shit i've ever read in my life.

AzzarTheGod
06-23-2016, 06:22 AM
whew dodged a bullet there

ill be back to check the reviews on the next one. it looks like he spent a lot of time on that color scheme too that's too bad..

VZ_Xanit K'ven
06-23-2016, 06:35 AM
this might be the most retarded shit i've ever read in my life.

then again, I imagine when one is retarded, a lot of normal stuff seems twisted reebz


Not sure who you are and why everybody hates your Posts Zura. Good post in my book, well thought out. Half of the changes make sense as they remove entry boundaries to the game. Too much grind in EQ for People who are not a) additcs b) unemployed c)emotionally attached to EQ memories from 99

VZ_Xanit K'ven
06-23-2016, 06:44 AM
Sounds like I really missed some good times earlier in the server's life - though I wouldn't have been able to appreciate them since I would have been an Everquest and PvP beginner. I only really started to get the picture after playing here for a year (2015).

As for me, the most exciting time I ever saw was during <Good Guys> when we were fighting for little things like Ragefire and Kunark dragons, and it was the first time I had seen some of that content. There were some close fights and I passionately wanted to see if we would start to overtake <Empire>, and that feeling of being part of an underdog with potential was very exciting. I guess the best PvP memories come from times when there was real competition. Competition both frightens and excites me.

I am with Tala on this one. Was the only time people came together to bust up the dominant pixel cluster.

Was hella exciting standing up to the man. Even Little events like Ragefire or Trak ensured pvp and rustle and/or glory. Looking back I thought there was a real chance to win the server, GG united all the free floating high potentials under one banner.

Little did I know that a) like Checkraise said, Empire enlisted the majority of hardcore neckbeards and kept recruiting Veteran GGs like Rockem, Mifli, Tamiyo and b) GG should have been organized as a Team of Teams, seperate MAs / TSs, too many people who genuinely hated each other created a lack of cohesion and grumpy old boys bossing around the new people from Fresh who were the very people destined to make the difference

LostCause
06-23-2016, 07:55 AM
gotta love tards talking about their favorite era when they started 2 years into kunark.

Tassador
06-23-2016, 10:38 AM
Man could you imagine being so passionate about a video game that you would write stories and tell your friends about it?

iiNGloriouS
06-23-2016, 10:51 AM
That was the longest most retarded shitposts I've ever read. And it wasn't even a shitpost...

HippoNipple
06-23-2016, 11:03 AM
Those changes are awful.

-Making bind wound as good as Trak healing BP

-Make trak robe drop from ice giants

-Cap damage which would make 2h high delay weapons pointless

-Increase required raiding time by 100%

-Take out melee ability to use levi cloak so they can't hit casters

-Make manastone only usable by most OP PvP class and have it drop forever.

No matter how little attention this server gets just be grateful there isn't some brain dead druggy giving the server too much attention.

iiNGloriouS
06-23-2016, 11:13 AM
Those changes are awful.

-Making bind wound as good as Trak healing BP

-Make trak robe drop from ice giants

-Cap damage which would make 2h high delay weapons pointless

-Increase required raiding time by 100%

-Take out melee ability to use levi cloak so they can't hit casters

-Make manastone only usable by most OP PvP class and have it drop forever.

No matter how little attention this server gets just be grateful there isn't some brain dead druggy giving the server too much attention.

Ty Hippopal for the summary. Hence, dumbest fucking post ever

Samsung
06-23-2016, 11:15 AM
Pretty sure we're all in agreement that this post was shit.

notinmyname
06-23-2016, 12:15 PM
The most appealing "classic" PvP server to me would be KUNARK era with these changes:

1.) Plugging while zoning results in you coming out linkdead for 10 seconds before leaving the game. Zoning itself also now takes a minimum amount of time for all players (exact amount to be determined), so as to make "zone hopping" more fair instead of rewarding the people who happen to zone the quickest. People also can now only move between the same zoneline a maximum of 3 times per minute. This way the game becomes about either fighting, running, or hoping you don't get killed when you plug. Not about continuously zone-hopping and plugging without risk.

2.) Put damage caps on the amount of DPS a character is able to do per level in melee PvP, so as to prevent twinked characters from having such large advantages and to curb the excessive amount of power that top geared/buffed melee characters have in general at the endgame.

3.) All of the raid targets being on 3-day respawns instead of 1 week, increasing the Hitpoints some of these mobs currently have, and these mobs banishing more than a certain number of players from the area - they should be more of a challenge.

4.) Emerald Jungle and Skyfire ports not requiring you to be in a Kunark dungeon. Boats to and from Kunark being much faster and more frequent, also Ocean of Tears and Erud's Crossing to some extent while we're at it.

5.) Druids + Mages + Necros getting their Velious era spells, plus Druids getting Bear form and Surefall Glade portal, and Wizards getting group translocate. Summoned pets now zone with their caster. Cleric complete heal breastplate nerfed to Velious era version. Shaman cannibalize line changed to hit once per tick over the course of 3 ticks (makes the process less tedious).

6.) Removal of class exp penalties + give Rangers/Paladins/SK's their initial Velious era buffs, but cap Harm Touch damage in PvP at 40% of an opponent's maximum health, because it can be overly gimmicky.

7.) Manastone continuing to drop but being usable only by Wizards; would work in any zone but be unusable if it would cause suicide and would be limited to 10 clicks per minute in the 'restricted' zones. Also decrease activation time on Wizard Epic to 12 seconds, and halve the activation+recharge+stun times on Harvest.

8.) Manna Robe dropping inside Permafrost dungeon from the Giants as a rare drop (removed from Trakanon and decrease respawn timer on these Giants to 22 minutes), usable by any caster, effect changed to a +100 mana pump that can be used once every 2 minutes. Would help reduce downtime for casters at the higher levels and make this zone much more highly visited.

9.) Move small amounts of various other quality items to underused zones (Runnyeye, Gorge of King Xorbb, Splitpaw, Lake Rathe, Kaesora, Dalnir, Nurga, Swamp of No Hope, Dagnor's Cauldron, Kerra Isle, The Warrens, Erud's Crossing - add some underwater content here) to increase traffic flow to those zones. Locket of Escape can continue dropping, I'm fine with melee classes sometimes being able to bind anywhere a caster can.

10.) Poison + Disease removal potions having 50 charges each, Pumice Stones having 25 charges; it's boring needing to restock so much and just makes people not want to PvP in many cases since they know they can't engage in many instances without having these.

11.) Make bind wound universally work up to 70% health and give more health back than it currently does (Skill Level divided by 2).

12.) Drastically increase the spawn rates on the Veeshan's Peak quest-key mobs, because it's retarded for people to waste so much time on that shit. Don't require a Howling Stones key at all, because that's a waste of space.

13.) Quillmane cloak only being usable by casters - melee are already strong enough, depend on casters for Levitate you meatbags.


This is the worst list of changes. Did you even think about this or did you just randomly free write things that came to mind so as to make the appearance of content?

You must be trolling, or having a go... and if not then I suggest you reconsider what you're doing... because this point you might be one of those needy dudes who has horrible ideas all the time and when people intuitively hear you and see how shitty they are and attempt to back off you act like they need to debate all of your points, otherwise they are being rude... aka a needy dick with a keyboard who can only ever think of how great your ideas are when in actuality are shallow and terrible. Who wants to spend hours debating at the chance to show the idiocy of your ideas.... and maybe change your mind...

" The best era in my opinion was...."
" And here are my ideas for what it should have been "

Soon you're going to get the point where not even you give a shit about your ideas.
Trust me.

Zade
06-23-2016, 12:20 PM
my favorite moment was still when azrael tried to get VS from nihilium, got forced back into dreadlands, and fleed into a cave with no exit where they proceeded to get stomped

VZ_Xanit K'ven
06-23-2016, 12:33 PM
my favorite moment was still when azrael tried to get VS from nihilium, got forced back into dreadlands, and fleed into a cave with no exit where they proceeded to get stomped

is that what people refered to as the Yeti cave incident?

any Videos?

Heebo
06-23-2016, 12:34 PM
The most appealing "classic" PvP server to me would be KUNARK era with these changes:

1.) Plugging while zoning results in you coming out linkdead for 10 seconds before leaving the game. Zoning itself also now takes a minimum amount of time for all players (exact amount to be determined), so as to make "zone hopping" more fair instead of rewarding the people who happen to zone the quickest. People also can now only move between the same zoneline a maximum of 3 times per minute. This way the game becomes about either fighting, running, or hoping you don't get killed when you plug. Not about continuously zone-hopping and plugging without risk.

2.) Put damage caps on the amount of DPS a character is able to do per level in melee PvP, so as to prevent twinked characters from having such large advantages and to curb the excessive amount of power that top geared/buffed melee characters have in general at the endgame.

3.) All of the raid targets being on 3-day respawns instead of 1 week, increasing the Hitpoints some of these mobs currently have, and these mobs banishing more than a certain number of players from the area - they should be more of a challenge.

4.) Emerald Jungle and Skyfire ports not requiring you to be in a Kunark dungeon. Boats to and from Kunark being much faster and more frequent, also Ocean of Tears and Erud's Crossing to some extent while we're at it.

5.) Druids + Mages + Necros getting their Velious era spells, plus Druids getting Bear form and Surefall Glade portal, and Wizards getting group translocate. Summoned pets now zone with their caster. Cleric complete heal breastplate nerfed to Velious era version. Shaman cannibalize line changed to hit once per tick over the course of 3 ticks (makes the process less tedious).

6.) Removal of class exp penalties + give Rangers/Paladins/SK's their initial Velious era buffs, but cap Harm Touch damage in PvP at 40% of an opponent's maximum health, because it can be overly gimmicky.

7.) Manastone continuing to drop but being usable only by Wizards; would work in any zone but be unusable if it would cause suicide and would be limited to 10 clicks per minute in the 'restricted' zones. Also decrease activation time on Wizard Epic to 12 seconds, and halve the activation+recharge+stun times on Harvest.

8.) Manna Robe dropping inside Permafrost dungeon from the Giants as a rare drop (removed from Trakanon and decrease respawn timer on these Giants to 22 minutes), usable by any caster, effect changed to a +100 mana pump that can be used once every 2 minutes. Would help reduce downtime for casters at the higher levels and make this zone much more highly visited.

9.) Move small amounts of various other quality items to underused zones (Runnyeye, Gorge of King Xorbb, Splitpaw, Lake Rathe, Kaesora, Dalnir, Nurga, Swamp of No Hope, Dagnor's Cauldron, Kerra Isle, The Warrens, Erud's Crossing - add some underwater content here) to increase traffic flow to those zones. Locket of Escape can continue dropping, I'm fine with melee classes sometimes being able to bind anywhere a caster can.

10.) Poison + Disease removal potions having 50 charges each, Pumice Stones having 25 charges; it's boring needing to restock so much and just makes people not want to PvP in many cases since they know they can't engage in many instances without having these.

11.) Make bind wound universally work up to 70% health and give more health back than it currently does (Skill Level divided by 2).

12.) Drastically increase the spawn rates on the Veeshan's Peak quest-key mobs, because it's retarded for people to waste so much time on that shit. Don't require a Howling Stones key at all, because that's a waste of space.

13.) Quillmane cloak only being usable by casters - melee are already strong enough, depend on casters for Levitate you meatbags.

???

You have downs or just trolling?

Redi
06-23-2016, 12:38 PM
Yes, first month was the golden age. I've got a battle video somewhere of a group of us dwarves fighting a pack of gnomes for unrest yard trash, everyone in the L10-13 range. Was golden.

Epic

Think this speaks volumes that low level ungeared fights for exp camps is the best

Samsung
06-23-2016, 12:39 PM
My favorite part was when Zade sold his warrior to Elderan for rl cash, name changed it on Zade, than he threatens Twainz for calling him out for rmting then quits the staff. Hehe that's my favorited part.

Jazzy
06-23-2016, 12:46 PM
Probably when i got a threesome with those 2 broads irl who played in the rival guild


cuck fay gates

HippoNipple
06-23-2016, 01:10 PM
My favorite part was when Zade sold his warrior to Elderan for rl cash, name changed it on Zade, than he threatens Twainz for calling him out for rmting then quits the staff. Hehe that's my favorited part.

I would think your favorite times would be the moments between your RMT when you got to revel in your newly acquired pixels until the inevitable bans.

Colgate
06-23-2016, 01:15 PM
the server was best for about a month until paymelinda and rogaine stepped in and threw all of the credibility out of the window

VZ_Xanit K'ven
06-23-2016, 01:37 PM
???

You have downs or just trolling?

whats wrong with

1
2
4
9
10
12

...?

exactly

notinmyname
06-23-2016, 01:49 PM
Paymelinda snuggled nizzars fallen frog

Chaboo_Cleric
06-23-2016, 02:00 PM
The most appealing "classic" PvP server to me would be KUNARK era with these changes:

1.) Plugging while zoning results in you coming out linkdead for 10 seconds before leaving the game. Zoning itself also now takes a minimum amount of time for all players (exact amount to be determined), so as to make "zone hopping" more fair instead of rewarding the people who happen to zone the quickest. People also can now only move between the same zoneline a maximum of 3 times per minute. This way the game becomes about either fighting, running, or hoping you don't get killed when you plug. Not about continuously zone-hopping and plugging without risk.

2.) Put damage caps on the amount of DPS a character is able to do per level in melee PvP, so as to prevent twinked characters from having such large advantages and to curb the excessive amount of power that top geared/buffed melee characters have in general at the endgame.

3.) All of the raid targets being on 3-day respawns instead of 1 week, increasing the Hitpoints some of these mobs currently have, and these mobs banishing more than a certain number of players from the area - they should be more of a challenge.

4.) Emerald Jungle and Skyfire ports not requiring you to be in a Kunark dungeon. Boats to and from Kunark being much faster and more frequent, also Ocean of Tears and Erud's Crossing to some extent while we're at it.

5.) Druids + Mages + Necros getting their Velious era spells, plus Druids getting Bear form and Surefall Glade portal, and Wizards getting group translocate. Summoned pets now zone with their caster. Cleric complete heal breastplate nerfed to Velious era version. Shaman cannibalize line changed to hit once per tick over the course of 3 ticks (makes the process less tedious).

6.) Removal of class exp penalties + give Rangers/Paladins/SK's their initial Velious era buffs, but cap Harm Touch damage in PvP at 40% of an opponent's maximum health, because it can be overly gimmicky.

7.) Manastone continuing to drop but being usable only by Wizards; would work in any zone but be unusable if it would cause suicide and would be limited to 10 clicks per minute in the 'restricted' zones. Also decrease activation time on Wizard Epic to 12 seconds, and halve the activation+recharge+stun times on Harvest.

8.) Manna Robe dropping inside Permafrost dungeon from the Giants as a rare drop (removed from Trakanon and decrease respawn timer on these Giants to 22 minutes), usable by any caster, effect changed to a +100 mana pump that can be used once every 2 minutes. Would help reduce downtime for casters at the higher levels and make this zone much more highly visited.

9.) Move small amounts of various other quality items to underused zones (Runnyeye, Gorge of King Xorbb, Splitpaw, Lake Rathe, Kaesora, Dalnir, Nurga, Swamp of No Hope, Dagnor's Cauldron, Kerra Isle, The Warrens, Erud's Crossing - add some underwater content here) to increase traffic flow to those zones. Locket of Escape can continue dropping, I'm fine with melee classes sometimes being able to bind anywhere a caster can.

10.) Poison + Disease removal potions having 50 charges each, Pumice Stones having 25 charges; it's boring needing to restock so much and just makes people not want to PvP in many cases since they know they can't engage in many instances without having these.

11.) Make bind wound universally work up to 70% health and give more health back than it currently does (Skill Level divided by 2).

12.) Drastically increase the spawn rates on the Veeshan's Peak quest-key mobs, because it's retarded for people to waste so much time on that shit. Don't require a Howling Stones key at all, because that's a waste of space.

13.) Quillmane cloak only being usable by casters - melee are already strong enough, depend on casters for Levitate you meatbags.

WTF

Chronoburn
06-23-2016, 02:10 PM
Server was fun until they removed xp loss on pvp death and introduced pnp.

Tradesonred
06-23-2016, 02:23 PM
Server was fun until they removed xp loss on pvp death and introduced pnp.

They could always put it back and revert the server to single digit pop at off hours.

I sincerly wish they'd do it, just for the entertainement factor and the lol told you so factor.

Chronoburn
06-23-2016, 02:46 PM
They could always put it back and revert the server to single digit pop at off hours.

I sincerly wish they'd do it, just for the entertainement factor and the lol told you so factor.

Just goes to show that this server has always been a bluebiefest

Topdog
06-23-2016, 03:39 PM
the server was best for about a month until paymelinda and rogaine stepped in and threw all of the credibility out of the window

consider red99 a long beta, re-release that shit and kick all of the current staff, since staff isn't enforcing any of their own written rules or more or less enforce them at random with a bit of bias i'd say were way better of having no rules at all and no gms

Zuranthium
06-23-2016, 09:29 PM
Making bind wound as good as Trak healing BP

No, it caps at 70% health and you also can't meditate while doing bind wound. It also already heals 84 points for Warriors, Rogues, Monks at their max skill. Not that much lower to begin with. The change is more about decreasing downtime in the game as a whole and giving imperfect group setups more viability. Less sitting around, more action, but still enough downtime that it feels like classic Everquest. This is important for a game where people would actually be PvPing, not just plugging.

Make trak robe drop [modified] from ice giants

Yes...what's your point? Again, the change I wrote is about decreasing downtime in general. Putting this item on ice giants (inside Permafrost) has the two-fold effect of making it more open to obtain for any caster, which it should be because the game should be about SKILL, and increasing traffic to an underused zone in the game.

Cap damage which would make 2h high delay weapons pointless

That's not what would happen. Dual-wielding and hitting 4 times in an instant with lower damage weapons, as compared 2 times with a 2h weapon, would also have its damage amount reduced. This is about the overall DPS being balanced to a more equitable amount; jousting would still be a thing. Remember, the server would be more about actual PvP, with more drawn-out fights. Melee damage is simply WAY overpowered in PvP as the gear increases, especially for extended fights. Auto-attacking is an unlimited resource. Casting ends when the mana runs out.

Increase required raiding time by 100%

Why would required raiding time be increased by 100%, especially giving the changes I proposed to help decrease downtime in the game? It's up to each guild and individual themselves how much they want to raid. Since raid targets would banish excessive numbers of people, this also assumes there would be 4+ different competitive guilds, with smaller rosters who wouldn't be able to constantly farm every single raid target to begin with. OR, a single huge guild would split their force in half and go after different targets, since the additional people would be forced to sit way behind the main raid force, where they would get slaughtered by another guild that is waiting.

Furthermore, it's not like that raid schedule (of trying to contest 100% of Kunark raid content on 3-day spawns) would actually be more intensive than in Velious era, if you were to actually try and contest not only the Velious content but also the Kunark content. Let's assume a server dropped fresh in Velious era - people would still need to do the Kunark content to get Epics and other various items. Not to mention that Venril Sathir does become a 3-day respawn in Velious anyway. Having it like this in Kunark era would just give more incentive to have more guilds and more PvP, since there would be more to contest and it would all constantly be getting staggered to different days of the week.

Take out melee ability to use levi cloak so they can't hit casters

Of course they can hit casters. They get a Lev from a friendly caster. Teamwork. It would make Mages more desirable in fact because of Lev rings (I would be fine with those having more charges on them). Lev doesn't take you out of melee range to begin with in many areas. You need to be somewhere that gives you height and usually a specific area that allows you to maintain height and still be in casting range, otherwise you just soon drop down into melee range. How do you think PvP works before people get the Lev cloaks to begin with?

Make manastone only usable by most OP PvP class

Wizard is hardly the most OP PvP class. Priest classes can simply outheal their damage (even in an area where Epic+Manastone can be used continuously, certainly Clerics and Shaman) and any geared melee class beats them 1v1. They get better in numbers because of spike damage, assuming people actually coordinate, and they can be good at ganking. In prolonged fights, they are shit. Since manastone would be restricted in many areas (most of the top competitive areas), it would functionally not be much better than the current Manna Robe anyway, in terms of mana regen over time. This change would mainly make Wizards more powerful in old-World areas (assuming they have an epic) and cut down on the amount of tedium that it takes to click Manna Robe in between every single med tick, as they currently need to do.

Also, in the current game, Clerics are the only other class that benefits a lot from Manastone anyway? Shaman and Necros already get more efficient HP-to-Mana conversions. Enchanters and Mages don't have a way of healing/preventing the damage to make the Manastone especially powerful. Druids can benefit some, but only in terms of what their regen lines provide. Their direct heals aren't more efficient than the amount of health lost from the manastone gain, so a Druid can't just sit there and Manastone continuously and then self-heal, because they just blow more mana than what they gained in the first place.

iiNGloriouS
06-24-2016, 12:38 PM
No, it caps at 70% health and you also can't meditate while doing bind wound. It also already heals 84 points for Warriors, Rogues, Monks at their max skill. Not that much lower to begin with. The change is more about decreasing downtime in the game as a whole and giving imperfect group setups more viability. Less sitting around, more action, but still enough downtime that it feels like classic Everquest. This is important for a game where people would actually be PvPing, not just plugging.



Yes...what's your point? Again, the change I wrote is about decreasing downtime in general. Putting this item on ice giants (inside Permafrost) has the two-fold effect of making it more open to obtain for any caster, which it should be because the game should be about SKILL, and increasing traffic to an underused zone in the game.



That's not what would happen. Dual-wielding and hitting 4 times in an instant with lower damage weapons, as compared 2 times with a 2h weapon, would also have its damage amount reduced. This is about the overall DPS being balanced to a more equitable amount; jousting would still be a thing. Remember, the server would be more about actual PvP, with more drawn-out fights. Melee damage is simply WAY overpowered in PvP as the gear increases, especially for extended fights. Auto-attacking is an unlimited resource. Casting ends when the mana runs out.



Why would required raiding time be increased by 100%, especially giving the changes I proposed to help decrease downtime in the game? It's up to each guild and individual themselves how much they want to raid. Since raid targets would banish excessive numbers of people, this also assumes there would be 4+ different competitive guilds, with smaller rosters who wouldn't be able to constantly farm every single raid target to begin with. OR, a single huge guild would split their force in half and go after different targets, since the additional people would be forced to sit way behind the main raid force, where they would get slaughtered by another guild that is waiting.

Furthermore, it's not like that raid schedule (of trying to contest 100% of Kunark raid content on 3-day spawns) would actually be more intensive than in Velious era, if you were to actually try and contest not only the Velious content but also the Kunark content. Let's assume a server dropped fresh in Velious era - people would still need to do the Kunark content to get Epics and other various items. Not to mention that Venril Sathir does become a 3-day respawn in Velious anyway. Having it like this in Kunark era would just give more incentive to have more guilds and more PvP, since there would be more to contest and it would all constantly be getting staggered to different days of the week.



Of course they can hit casters. They get a Lev from a friendly caster. Teamwork. It would make Mages more desirable in fact because of Lev rings (I would be fine with those having more charges on them). Lev doesn't take you out of melee range to begin with in many areas. You need to be somewhere that gives you height and usually a specific area that allows you to maintain height and still be in casting range, otherwise you just soon drop down into melee range. How do you think PvP works before people get the Lev cloaks to begin with?



Wizard is hardly the most OP PvP class. Priest classes can simply outheal their damage (even in an area where Epic+Manastone can be used continuously, certainly Clerics and Shaman) and any geared melee class beats them 1v1. They get better in numbers because of spike damage, assuming people actually coordinate, and they can be good at ganking. In prolonged fights, they are shit. Since manastone would be restricted in many areas (most of the top competitive areas), it would functionally not be much better than the current Manna Robe anyway, in terms of mana regen over time. This change would mainly make Wizards more powerful in old-World areas (assuming they have an epic) and cut down on the amount of tedium that it takes to click Manna Robe in between every single med tick, as they currently need to do.

Also, in the current game, Clerics are the only other class that benefits a lot from Manastone anyway? Shaman and Necros already get more efficient HP-to-Mana conversions. Enchanters and Mages don't have a way of healing/preventing the damage to make the Manastone especially powerful. Druids can benefit some, but only in terms of what their regen lines provide. Their direct heals aren't more efficient than the amount of health lost from the manastone gain, so a Druid can't just sit there and Manastone continuously and then self-heal, because they just blow more mana than what they gained in the first place.

The only thing I read in this whole TLDR of stupid bullshit was the manastone paragraph.

And I still think you should have your mouth sewn shut.

Ragnaros
06-24-2016, 01:05 PM
luv zuranthium miss gaming with him

Saludeen
06-24-2016, 01:07 PM
Zuranthium. They'll never see what you can, nor will any changes be made. I know you're a thinker with intention to improve but you're wasting your time and energy, which can be draining, only to lead to frustration due to petty illogical criticism, insults, and a lack of understanding and results. You can't enlighten idiots, including developers, and the only solution is to make your own game. But that takes an incredible amount of resources. So its best to settle for what exists, invest in game development, or forget it entirely.

Redi
06-24-2016, 02:27 PM
i wish zuranthium would share more of his ideas with us

maybe make him lead architect

Saludeen
06-24-2016, 03:09 PM
Did you properly adjust your cape and fedora after pressing submit?

LIGHTNING BOLT



LIGHTNING BOLT









LIGHTNING BOLT






LIGHTNING BOLT









LIGHTNING BOLT

Zade
06-24-2016, 03:12 PM
My favorite part was when Zade sold his warrior to Elderan for rl cash, name changed it on Zade, than he threatens Twainz for calling him out for rmting then quits the staff. Hehe that's my favorited part.

that twainz thing was pretty funny though. he nerd raged because i DT'd him on a newbie event. the dude was fungi kiting people in bronze for 30 minutes. i ruined his glory

Nadir
06-24-2016, 04:07 PM
Zuranthium should have stopped after 1.

Stopped reading after half a sentence into number 2

Saludeen
06-24-2016, 04:29 PM
See what I mean? "They" offer nothing but petty arrogant nonsense like "hurr durr didn't read I bet you wear a fedora". Its just not possible to communicate with such stupid people. And actually being smart is completely different than trying to fake it like the fedora atheist stereotype.

syztem
06-24-2016, 04:45 PM
make red99 great again, wait nm dun care.

syztem
06-24-2016, 04:49 PM
also o wait sektors talking about someone else rmting? w0w thats new

Samsung
06-24-2016, 04:53 PM
Drugssss