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nilbog
09-25-2019, 02:21 PM
As the release of Green approaches, I've been checking rules applied to various prekunark content.

Starting with Kunark development, we have used a rule system to 'lock' items, spawns, merchant items, etc to eras. Eras are defined by months, essentially spanning march1999->december2001.

Before major content releases, I've occasionally asked for community collaboration and research to help with verification. Most* code and content should already be ruled and working as intended, but undoubtedly, we will miss something.

In a recent bug report (https://www.project1999.com/forums/showthread.php?t=334348), user Dolalin reported that the 'Going Postal' mail delivery quests were not implemented until May1999, months after initial release. These have now been corrected.

If not previously addressed, players do not know if rules exist for various quests, npcs, etc. Do you know of a similar quest that should be locked behind an era rule? Perhaps it is an item for a quest that didn't drop until the quest was later introduced. There is really no 'wrong' way to go about this, so feel free to inquire, and we will verify.

If you wish to assist in this endeavor, this thread will serve as a working list. I will monitor and verify replies, and hopefully discover and correct unknown/unruled cases.

Thanks!

loramin
09-25-2019, 02:30 PM
I don't have any to suggest, but if it helps anyone else find them, the wiki's http://wiki.project1999.com/Patch_Notes page might be useful.

Fammaden
09-25-2019, 02:31 PM
Are most other old world quests in general going to be live from the beginning?

Nirgon
09-25-2019, 03:33 PM
Remove advisor robe / mob / wolves from MM

No wizard staff should drop from phinny

This happened on red and prob a quick check/fix

Nirgon
09-25-2019, 03:37 PM
Town front guards should be killable and not uber at launch

Some were just brutal period like the captain in front of neriak

But troll guards in front of Grobb and Freeport gate should be killable yet a bit more resistant than regular mobs their level.

loramin
09-25-2019, 03:56 PM
Town front guards should be killable and not uber at launch

Some were just brutal period like the captain in front of neriak

But troll guards in front of Grobb and Freeport gate should be killable yet a bit more resistant than regular mobs their level.

May 12, 2000

Newbie Guards
As we are sure many people are aware, there are guards that exist specifically for the purpose of giving new characters a place to run in order to be saved from a certain death. However, as many people have mentioned, these guards are frequently either dead, or engaged by players choosing to hunt them. This makes things very frustrating for newer players, and with the large influx of new players due to the release of EverQuest: The Ruins of Kunark, we decided that a change was warranted.

Though we do not have a problem with players choosing to hunt guards, the newbie guards themselves, specifically the ones at the gates of cities and in the vicinity of newbie zones, need to remain alive under most circumstances. To that end, we have buffed up these newbie-protecting guards, made them immune to magic, and given them some pretty good healing properties, in order to make them less attractive to people hunting them.

In addition, though we have left the guards inside cities as-is from the perspective of power, we've also found a problem with the respawn rate. Previously they were typically on a six-minute timer, making them spawn much faster than an equivalent NPC would in a dungeon. We have normalized the respawn time of guards inside cities to bring them in line with dungeon NPCs.

Sunderfury
09-25-2019, 04:00 PM
Were class specific armors in at launch? (Crafted, etc) and timeline rules in place for them? Found a mention on newsgroups about them being "newer" which were indicated they weren't available at launch, but didn't find a date of release. Found some mentions of August 1999 in other threads... too lazy to search patch notes :-/

Class Armor quests: (https://groups.google.com/forum/#!msg/alt.games.everquest/vHnlfNwz1OE/2f6qjS1s2qUJ;context-place=searchin/alt.games.everquest/%22totemic$20armor%22%7Csort:date)
11/1/99
I play a ranger, level 39. Long ago I tried to camp for Rubicite
legs, but a few of the more infamous kill stealers on my server pretty
much owned the Tae room at that time. Watching my group tank the Tae
for a high level druid or wizzie who steals the kill and the loot was
heartbreaking, so I left Cazic Thule in disgust.
Around level 35, my banded armor started to become inadequate for
tanking, so I returned to Cazic with the sick realization that I had
no choice. Of course, at this level, it's impossible to get a group
for the Tae room 1, so again I had no chance at Rubi legs.

"Fortunately" at this time the class-specific armor quests came out.
I managed to get bracers and a tunic for my ranger with relative ease.
Sure, it required assembling a level 35ish group (for the tunic), just
like that needed to get the Rubi tunic, but the camp was alot shorter,
with much less competition. I was delighted. The developers, I
thought, had FINALLY realized what it takes to make the game fun. For
instance, I have always felt that a groups level (rather than their
patience) should be the deciding factor in whether or not they can
take down a MOB and gain a particular piece of gear.

Nirgon
09-25-2019, 04:05 PM
Loved looting the shields and necklaces left behind on the troll guards when druids killed them on my newb chars


Oh! Reminds me of another one - the kiting nerf shouldn't be in at launch

Wenai
09-25-2019, 04:08 PM
Were class specific armors in at launch? (Crafted, etc) and timeline rules in place for them? Found a mention on newsgroups about them being "newer" which were indicated they weren't available at launch, but didn't find a date of release. Found some mentions of August 1999 in other threads... too lazy to search patch notes :-/

Class Armor quests: (https://groups.google.com/forum/#!msg/alt.games.everquest/vHnlfNwz1OE/2f6qjS1s2qUJ;context-place=searchin/alt.games.everquest/%22totemic$20armor%22%7Csort:date)

This is very well known and was properly implemented for the release of Blue. However, all of the quest items for these armor sets were available from day 1 for blue. So that would be worth confirming in the drop tables.

Sunderfury
09-25-2019, 04:18 PM
(EDIT: I do apologize, I know you asked for quests specifically, but this seemed like a good checklist to run down and give some indicators for changes since launch)

I do have a memory of a patch (which is not in the notes) about cutting the death penalty in half at some point after launch. This would mean EXP death penalty would be doubled for Green launch.

Best I found was a post from brad on changes since servers went live. Has some interesting tidbits to review for implementation dates / green rules:
12/7/99 (https://groups.google.com/forum/#!searchin/alt.games.everquest/rubicite$20armor|sort:date/alt.games.everquest/cxEDqD40_do/sqXbyyrSCBoJ)
A repost of the Brad's comments here for your viewing pleasure. The original
thread is in the forums at www.everquest.com
--------------------------------------------------------

Several members of the EQ team, with some initial help from a player's
email, put the following document together listing both enhancements and
'nerfs' we've made to the game since launch. And while we probably forgot
some things, both negative and positive (please let us know and I'll update
the document), I think it puts in perspective the ratio of positive vs.
negative changes to the game we've made. I also feel it heartily
invalidates the assertion that we are out to make the game harder or to have
players advance slower overall, or that 'all we do is nerf'.
The following is broken down by class, and then addresses those changes made
that affect the whole game. Changes we feel are positive from just about any
perspective are denoted with a '+', and those some players might consider a
'nerf', but that we felt were important for the long term health of the
game, are denoted with a '-'.

(again, I'm sure we've forgotten some things, both '+' and '-'; please feel
free to comment and add items).

WIZARDS:
+ Added additional means by which to obtain Ice Comet
+ Made Researching much easier
+ Added more high level spells
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Enhanced AoE Spells to let Wizard effect more creatures
+ Added Plane Travel Spells
+ Enhanced Specific Wizard Stun Spells
+ Added AoE slow monster spell (c.f. Bonds of Force)

RANGERS:
+ Introduction of better average armor that is easier than most to get
+ Critical Bow hits
+ Many new quests requiring a tracker to find outdoor spawn
+ Made Ebony Blade group friendly
+ More variety of items obtained via the Forage skill
+ Increased defensive skill caps (parry, dodge)
+ Added innate resistance to fire and cold
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added additional Ranger Spells
+ Changed Some Spell Casting Skills to allow easier Skilling
(c.f. Dance of the Fireflies)

DRUIDS:
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ Many new quests requiring a tracker to find outdoor spawn
+ Increased druid's tracking ability
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Enhanced Pet/Charmed Animal Pathing
+ Enhanced Some Druid Anti-Movement Spells (c.f. Ensnare,
Grasping Roots, etc.)
+ Lowered the Casting Level of Some Druid Teleport Spells

PALADINS:
+ Added Archery
+ Added innate resistance to disease
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Increased stats of Armor of Ro items

SHADOWKNIGHTS:
+ Spell changes (added lifetap)
+ Made Harm Touch less resistible
+ Added innate resistance to poison and disease
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ Added more Class Specific Quests
+ Added more Class Specific Items
+/- Feign Death Changes - Better for Low Level Character, Better
for High Level once learning curve has passed
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Changes to Pet Appearances

CLERICS:
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
- Resurrect Changes (Players come back sick)
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Reduced the Casting Time of Some Spells (c.f. Word of
Healing/Health, Ward Series)

MONKS:
+/- Feign Death Changes - Better for Low Level Character, Better
for High Level once learning curve has passed
+ New tailoring armor
+ Added items that boost stats, etc.
+ Added innate resistance to fire
+ Added more Class Specific Quests
+ Added more Class Specific Items

NECROS:
- LifeTap/Dots changed
+ Some Lifetap Spells Made more mana efficient
- High Level (39+) Pets weakened
+ DOTs made more efficient
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Necromancer Pet Buff Spells Strengthened
+ Added Special Items to let Necromancers Summon Stronger Pets
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Lots of New Spells (c.f. Screaming Terror, Pact of Shadow,
Vampiric Curse, Bond of Death, Summon Corpse, etc.)
+ Enhanced Call of Bones Series
+ Enhanced Screaming Terror
- Added a Recast Time to Pact of Shadow
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Added New Looks to Necromancer Pets
- Removed Charm
+ Enhanced Pet Pathing
+ Reduced the Casting Time of Some Necromancer Spells
+ Made Research Easier & Fixed Broken Research
+ Added Quests to let Necromancers Quest (instead of Research) their pets
+ Enhanced Effectiveness of Some Spells (Shadow Vortex, Surge of
Enfeeblement, Ignite Bones, Dead Man Floating, etc.)

Magicians
+ New summon item spells
- High Level (39+) Pets weakened
+ Better mid+ level pets (they cast spells now)
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Magician Pet Buff Spells Strengthened
+ Enhanced Pet Pathing
+ Added Special Items to let Magicians Summon Stronger Pets
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Made Magician Research Easier - especially for their pets
+ Added Spell Effects to most Magician Summoned Items
+ Enhanced AoE Spells to let Magicians effect more creatures
+ Reduced Mana Cost of Damage Shields
+ Reduced Casting Time of Ward Series
+ Made the Malise Series Stack Better
+ Made the Burnout Series Better

BARDS:
+ Added stat and other bonuses to instruments
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Added Addition Effects to Some Bard Songs
+ Added New Bard Songs
+ Added Ability for Bards to Punch 'Magic Only' Creatures
+ Increased the Power of Some Bard Songs (c.f. Chant Series,
Fifil's, etc.)

WARRIORS:
+ Added critical melee hits
+ Later increased chance of critical hits
+ More Hit Points
+ Innate Magical Resistance
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added Berserking

ROGUES:
+ Added Poison skill
+ Thrown Weapon Critical Hits
+ Minimum Backstab Damage Implemented
+ Minimum Backstab Damage Later Upped
+ Hide/Sneak Enhanced
+ Added innate resistance to poison
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Improvements to Poison Skill

ENCHANTERS:
+ Jewelry Trade
- High Level (39+) Pets weakened
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Made Tishan stack better and removed recasting time
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Increased Durations of All Illusions
+ Made Research Easier
- Made Illusion Wolf OD Only
+ Added Mana Enchant Spells to Allow Item Enchantment
+ Made Enchanter Pets Look Different
+ Enhanced Certain Spells (curse of the simple mind, etc.
+ Added More Effects to High Level Illusion Spells
+ Better Pet Pathing

SHAMAN:
+ Added Shrink Spell
- Took too long to recognize Alchemy bug
- High Level (39+) Pets weakened
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Made Malise stack better and removed recasting time
+ Better Pet Pathing
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ DoT's Made Stronger
+ Corrected Bug that let monsters attack you from far distances
through your pet
- Removed Charm Spell
+ Increased the Duration of Buffs

ALL MELEE:
+ Purchasable Potions added, giving more versatility to melee
classes and adding a money sink to the game to help the economy

ALL CASTERS:
- Removal of Manastone
+ Made it such that you can see meditating (levels 35+)
+ Implemented Specialization

ALL:
+ HALVED experience loss death penalty
- Removal of weightless box spawn
+ Purchasable weightless box added
- Introduction of Frenzy code (after level 19)
+ New emotes and animations
+ New graphics for weapons
+ Populated Plane of Fear
+ Populated Plane of Hate
+ Populated Kedge Keep
+ Populated and added Temple of Solusek Ro
+ Increased range for evac and teleport spells
+ Added second boat between Freeport and Butcherblock
+ Added class specific quests for many classes
+ Increased treasure and experience gain rewards for many older quests
- Upgraded NPC AI such that if an NPC is stuck it can teleport
around obstacle
+ Added /follow command
+ Added adjustable clipping plane
+ Added /yell command
+ Added /friends list
+ Increased frequency and complexity of dynamic quests and events
+ Added ability to rearrange spells in spellbook
+ Added additional chat filters

-Brad

Verityn
09-25-2019, 04:22 PM
Were class specific armors in at launch? (Crafted, etc) and timeline rules in place for them? Found a mention on newsgroups about them being "newer" which were indicated they weren't available at launch, but didn't find a date of release. Found some mentions of August 1999 in other threads... too lazy to search patch notes :-/

Class Armor quests: (https://groups.google.com/forum/#!msg/alt.games.everquest/vHnlfNwz1OE/2f6qjS1s2qUJ;context-place=searchin/alt.games.everquest/%22totemic$20armor%22%7Csort:date)

If they were available at release then people were unaware of them for a while.

Jibartik
09-25-2019, 04:34 PM
Original Paw (https://www.project1999.com/forums/showthread.php?t=326454) :) We need that teens level content on the soon to be 4k emu server! <3

Danth
09-25-2019, 05:05 PM
--Darkforge NPC's were originally in Mistmoore and Unrest. Moved to Sol-Ro at some point later, I don't know when.

--Armor of Ro combines could originally FAIL. Dunno the trivials. Again it was changed fairly early on after a (understandable) outcry.

Shadow Knights' original spell set was terrible. There was a reason it was regarded as the worst class in the game, and was the least-played. I don't think they even got a pet until level 15, but did get a few spells (a pet heal at 15, and I think voice graft at 30) which were later replaced with other spells. I only dabbled with an SK as an alt in those days so I do not remmeber the specifics but perhaps this can point someone else in the right direction. Also, was life-leech pre-kunark? The Paladin equivalent (divine might) was obviously post-kunark, and I definitely recall it being patched in later because Paladins were PO'd and complaining that SK's got a new spell while they did not. Notably the life leech spell requires no kunark drops or kunark zones (unlike the Paladin spell).

Danth

Kraznor
09-25-2019, 05:11 PM
Oh! Reminds me of another one - the kiting nerf shouldn't be in at launch

This.

Jibartik
09-25-2019, 05:27 PM
This.

September 13th 1999! :cool:

ldgo86
09-25-2019, 05:28 PM
Remove advisor robe / mob / wolves from MM

No wizard staff should drop from phinny

This happened on red and prob a quick check/fix

So are all the robes related to Rogue epic not in the game until Epics are introduced? Advisor, Oracle etc?

Jibartik
09-25-2019, 05:29 PM
So are all the robes related to Rogue epic not in the game until Epics are introduced? Advisor, Oracle etc?

The advisor is the only robe that was introduces AFAIK however, I do remember a moment in time where everyone went from 0 oracle robes to many oracle robes. But I think that was just player knowledge discovering the creature that drops it.

But iirc that mob is for the soulfire quest, not epic.

loramin
09-25-2019, 05:33 PM
Oh! Reminds me of another one - the kiting nerf shouldn't be in at launch

DoT Changes
If the monster is in melee with you, there is no change to how a DoT spell works.
If the monster is running away from you (fear, wounded, etc.), there is no change to how a DoT spell works.
If the monster is moving when the damage from the DoT is applied (happens every few seconds), it will take 66% of the damage that it would have taken.
DoT spells have all had their duration slightly increased. If the monster moves for 18 seconds during a fight, it will take as much damage from the DoT as it would before the patch. If the monster moves for less then 18 seconds during a fight, your DoT will do more damage then it would have done before the patch. If the monster moves more then 18 seconds during the fight, it will take less damage then it would have before the patch.

And also just a general note: I can't speak for Nilbog, but I'm guessing he would find it helpful if people could provide patch dates. After all, he's not just disabling these things at launch, he's also enabling them in some future patch, so presumably he needs to know the patch date to do that.

P.S. I'm NOT trying to discourage anyone from submitting patch-less stuff! I'm just saying, if you have the time ...

Secrets
09-25-2019, 06:17 PM
Default binding from Q or ` to A for autoattack.

pink grapefruit
09-25-2019, 06:24 PM
Default binding from Q or ` to A for autoattack.

"Let this fool's meaningless death be a reminder to you all that the power of Discord is absolute!"

xD

Nirgon
09-25-2019, 08:47 PM
https://www.project1999.com/forums/showpost.php?p=2555802&postcount=13

Loramin did this go in? If not we need it

loramin
09-25-2019, 09:25 PM
https://www.project1999.com/forums/showpost.php?p=2555802&postcount=13

Loramin did this go in? If not we need it

AFAIK Blue has never had /guildwar. I doubt it's high on Nilbog's priority list, but add it to the list! :D

Hoppkins_Wytchfinder
09-26-2019, 05:01 AM
--Darkforge NPC's were originally in Mistmoore and Unrest. Moved to Sol-Ro at some point later, I don't know when.

--Armor of Ro combines could originally FAIL. Dunno the trivials. Again it was changed fairly early on after a (understandable) outcry.

Shadow Knights' original spell set was terrible. There was a reason it was regarded as the worst class in the game, and was the least-played. I don't think they even got a pet until level 15, but did get a few spells (a pet heal at 15, and I think voice graft at 30) which were later replaced with other spells. I only dabbled with an SK as an alt in those days so I do not remmeber the specifics but perhaps this can point someone else in the right direction. Also, was life-leech pre-kunark? The Paladin equivalent (divine might) was obviously post-kunark, and I definitely recall it being patched in later because Paladins were PO'd and complaining that SK's got a new spell while they did not. Notably the life leech spell requires no kunark drops or kunark zones (unlike the Paladin spell).

Danth

OOOOF a failed quest armour combine

<NPC> Hrm...urmmm that usually works....

Cleric set was awful too. Some of it had INT on. I mean wtf were they thinking.

Saying that on green the AC alone will be decent.


76 AC for full set (not that many bothered with full set) most just got the bracer for +5 WIS

Palemoon
09-26-2019, 05:49 AM
Shadow Knights' original spell set was terrible. There was a reason it was regarded as the worst class in the game, and was the least-played. I don't think they even got a pet until level 15, but did get a few spells (a pet heal at 15, and I think voice graft at 30) which were later replaced with other spells. I only dabbled with an SK as an alt in those days so I do not remmeber the specifics but perhaps this can point someone else in the right direction.
Danth

Shadow Knights started out day one with the 4th level necro pet at level 9 and then the other pets as we know them. In beta they had the level 1 necro pet at level 9 and it of course insta died so they changed it.

I seem to remember not getting lifetaps at release, but only a bit later, and when they did add them they had something ridiculous like 2x or 3x the regular mana cost. That was later removed.

Dolalin
09-26-2019, 07:37 AM
One thing to check will be the availability of Crafted Armor.

Crafted armor quests were enabled in July 1999 (not 100% sure on this), but had no stats besides AC until a patch in October 1999:


10/14/99

In the Last Patch the Gods Of EQ have Blessed my Crafted armor with
this .
Boots +5 AGI
Legs +2 SV Cold +2 SV fire
Breast Plate +5 STA +25 HP
Bracer +2DEX +2INT ( Each)
Arms +2 SV Des +2 SV Poi
Gauntlets +5 STR
Helm +5 Cha +5 Wis

This is Sweet But dont Know Why they would give Wis and Int But Damn
Nice !

https://groups.google.com/d/msg/alt.games.everquest/CkrrkuQW1_g/lmpDZnT1684J

My source is this for July 1999 for Crafted Armor quests, anyone have a better one?

https://groups.google.com/d/msg/alt.games.everquest/o2vEMHF5tm0/FgFk6-0iSmUJ

Dolalin
09-26-2019, 07:56 AM
--Darkforge NPC's were originally in Mistmoore and Unrest. Moved to Sol-Ro at some point later, I don't know when.



Lol looks like it was chaos. I will try to hunt down where these spawned, that's pretty funny.


I wouldn't go that far, but the general consensus seems to be that of
all the new class specific armour quests (of the classes that used to
have access to Rubicite), rangers do seem to have it a lot easier than
the stump sitting clerics, the absent tree hunting shamans, the SKs
who can never FIND their quest NPCs because they're killed as soon as
they spawn and the rogues who still have to camp CT for their armour.


https://groups.google.com/d/msg/alt.games.everquest/q9yKDXlbMNU/Wf5TCoeKTUYJ

Valion
09-26-2019, 12:16 PM
Default binding from Q or ` to A for autoattack.
Oh Gods lost count of how many times I died because of this. :p

Will the level 12 burnout spell kill mage pets over time? I distinctly remember it was bugged when I started playing in May of 99.

Palemoon
09-26-2019, 12:35 PM
Oh Gods lost count of how many times I died because of this. :p

Will the level 12 burnout spell kill mage pets over time? I distinctly remember it was bugged when I started playing in May of 99.

was not bugged, that was as intended. Also why its called BurnOUT.

Valion
09-26-2019, 03:17 PM
was not bugged, that was as intended. Also why its called BurnOUT.
Thanks I couldn't remember if it was a bug or not good times ahead. :)

Jibartik
09-26-2019, 03:38 PM
I am sorry to not provide information, but before I go digging around for it, it is my understanding that many, if not the vast majority of quests in Kerra Island are not classic? Was there a Kerra Island zone revamp? Did p99 already set up all that and the research is not necessary?

But yeah, there are some powerful items (https://wiki.project1999.com/Bone_Talisman) that are available there that I believe are not classic.

AbstractVision
09-26-2019, 04:54 PM
Neclo in Qeynos Hills quest should give elemental armor spell until january 20th 2000.

https://groups.google.com/forum/#!searchin/alt.games.everquest/paw|sort:date/alt.games.everquest/FPJmfQtRXZY/wsHY8ck7kUkJ

https://groups.google.com/forum/#!searchin/alt.games.everquest/neclo|sort:date/alt.games.everquest/jmA65hlEKjA/1PceaK8t7TYJ



Tumpy from the Tumpy's Tonic quest was removed for a short time before eventually nerfing the quest to give no exp.

https://groups.google.com/forum/#!searchin/alt.games.everquest/neclo|sort:date/alt.games.everquest/KzB-_eXWaqo/n1OnjpZAVsQJ

https://groups.google.com/forum/#!searchin/alt.games.everquest/paw%7Csort:date/alt.games.everquest/d64EC3hKP5E/awKhD0hTNeoJ



Prior to April 2000, wolf form made you non KoS to most mobs in the game. Also this is apparently same time Tumpy's Tonics was nerfed completly.

https://groups.google.com/forum/#!searchin/alt.games.everquest/paw|sort:date/alt.games.everquest/nt18mQpvrlA/hYLIQuMimnEJ



Manatone works in the planes until the jan 20th 2000 patch also.

https://groups.google.com/forum/#!searchin/alt.games.everquest/paw|sort:date/alt.games.everquest/FPJmfQtRXZY/wsHY8ck7kUkJ



December 2nd 1999 stealth patch, dwarf NPCs now have negative faction hits with Kaladim Guards. This is currently not in on blue either.

https://groups.google.com/forum/#!searchin/alt.games.everquest/paw|sort:date/alt.games.everquest/oul2YniEziI/6l3DON1vt1QJ

https://groups.google.com/forum/#!searchin/alt.games.everquest/paw|sort:date/alt.games.everquest/ToPfejrZ7oc/FeQIXc-omtMJ

Jimjam
09-26-2019, 05:06 PM
Anyone remember when the burynai bane spider proced on you it would create you a giant white elemental (i'm gonna assume it was mage epic) that would follow you around and assist your fights like an enc pet?

Jibartik
09-26-2019, 05:22 PM
This is just a crapost but I just noticed the green announcement came in on a historic patch date, where a lot of big changes in live happened!

https://i.imgur.com/adB9Cnj.png

I nominate Sept 13th as an official Everquest Holiday!

Baler
09-26-2019, 06:04 PM
ally faction with solusek miners for ez tinker bag plat

Glasken
09-26-2019, 07:48 PM
While some specifics regarding my inability to grok dates has been addressed, there is still the matter of hybrid mana pools being drastically lower than full casters, and attack swing timers resetting after a spell is cast or interrupted.

More deets here:
https://www.project1999.com/forums/showthread.php?t=334518

kaev
09-26-2019, 08:19 PM
While some specifics regarding my inability to grok dates has been addressed, there is still the matter of hybrid mana pools being drastically lower than full casters, and attack swing timers resetting after a spell is cast or interrupted.

More deets here:
https://www.project1999.com/forums/showthread.php?t=334518

Hybrid mana pools were originally based on (level - 8) AND some spells had increased costs ~ +25% to +50% (pet summons and lifetaps for SKs come to mind, as do cleric buffs for paladins) (amounts never documented publicly to my knowledge). A couple yaulps would drain a paladins mana pool, L9 troll SKs could not summon a pet. The removal of the gimped manapool was the first big hybrid buff, it happened not too long after I got spells on my original paladin (I started playing in July of '99, so probably was August or maybe September). Not sure when they removed the mana cost penalties but think it was later.

Another minor bit:
The Druid buff Skin Like Wood did not originally have a +hp heal effect (it increased max but not current hp). This was changed prior to the existence of the Lucy parse of the spdat (so ?Kunark?Velious?) when all the Skin Like buffs had their hp/ac values changed (pretty sure they all lost some ac and gained a little hp.)

Jibartik
09-26-2019, 08:36 PM
Neclo in Qeynos Hills quest should give elemental armor spell until january 20th 2000.

https://groups.google.com/forum/#!searchin/alt.games.everquest/paw|sort:date/alt.games.everquest/FPJmfQtRXZY/wsHY8ck7kUkJ

https://groups.google.com/forum/#!searchin/alt.games.everquest/neclo|sort:date/alt.games.everquest/jmA65hlEKjA/1PceaK8t7TYJ

Wowwwwww That right there is exactly why I play project1999 so that I can learn about things like this. Wow. This NPC is in and the quest does work, however obviously the scroll was patched out. I would say that this quest would be an excellent addition to green99 as it is comparable in reward to other quests, despite it being totally OP also in its obscurity, teaching players about this stuff by rewarding them with the ability to get some plat from it for learning it is exactly what I think classic Everquest should be all about! Bravo good find WOW!!!

There is a quest thats starts in S. Qeynos by asking Daenor "Who is Neclo".
He tells you he's an old friend of his and gives you a note to give to Neclo
in Qeynos Hills. When you give the note to Neclo, he gives you a few faction
adjustments, plus an Elemental Armor scroll.

Additional Facts:

1) Elemental Armor is a Level 44 Spell used by Magicians and Wizards and
sells back to the store for 3 to 4 platinum depending on faction and
charisma.

kaev
09-26-2019, 08:45 PM
Here's a question:
In what era were roots changed so that when the caster zoned they were effectively removed (actually behavior appears to be as if cast by a level 1 so most mobs break them within a tick or two)? Or is this a p99 special?

Back in the day I used to break the Paw entrance solo by rooting one mob out of agro range of the spawns at zone-in and then zone out and back to lose agro on the rest. This has never worked on p99 that I can recall (I'm guessing the change was an anti-griefer thing.) Was kinda sad when I discovered that you have to snare to break that solo when any root-capable class could do it in-era.

Baler
09-26-2019, 08:57 PM
Farm Shiny Brass Idol from day 1 till green merge into blue for mad plat.

Secrets
09-26-2019, 09:06 PM
I am sorry to not provide information, but before I go digging around for it, it is my understanding that many, if not the vast majority of quests in Kerra Island are not classic? Was there a Kerra Island zone revamp? Did p99 already set up all that and the research is not necessary?

But yeah, there are some powerful items (https://wiki.project1999.com/Bone_Talisman) that are available there that I believe are not classic.

That's not too far off from other items that are in classic with similar stats, honestly.

Crude Stein in Oggok is definitely out of whack, same with Testament of Vanear, Paw of Opolla, etc

Jibartik
09-26-2019, 09:11 PM
That's not too far off from other items that are in classic with similar stats, honestly.

Crude Stein in Oggok is definitely out of whack, same with Testament of Vanear, Paw of Opolla, etc

yeah exactly, and those are some of the most famous items in the game, and somehow this amazing priest mana/mr number skirted by under the radar?

I don't think so Tim. :p

Valion
09-26-2019, 09:11 PM
Wowwwwww That right there is exactly why I play project1999 so that I can learn about things like this. Wow. This NPC is in and the quest does work, however obviously the scroll was patched out. I would say that this quest would be an excellent addition to green99 as it is comparable in reward to other quests, despite it being totally OP also in its obscurity, teaching players about this stuff by rewarding them with the ability to get some plat from it for learning it is exactly what I think classic Everquest should be all about! Bravo good find WOW!!!
Amazing I never new about this quest. it can't be a coincidence that the reward is the spell that is needed to research the summoned heatstone spell. I always assumed they meant to use the more appropriate level 20 Elemental Shield spell and never bothered to correct it.

Glasken
09-26-2019, 09:16 PM
http://everquest.allakhazam.com/history/patches-2000-1.html

------------------------------
February 17, 2000 7:00 am
------------------------------

***Announcements***

The City of Paineel, home to the infamous Heretics of Erudin, is now
available via the Optional Patch. In addition, Erudites may now also be
Shadowknights in addition to the other classes available to them. All
Erudite Necromancers, Shadowknights, and Clerics who worship the God of
Fear, Cazic-Thule, now start in the City of Paineel. As such, if you
wish to create a character of this type from this point forward, you
*must* download the Paineel zone-files via the Optional Patch.

- The "Feign Death" spell, when cast by a Necromancer, will now have a
fixed duration. The Necromancer will receive several warnings prior to
the spell wearing off. This change was necessary because some
Necromancers found a way to gain experience through their pet while
being AFK for an extended duration, such as being in bed for the night.
Note: This does not affect Shadowknights or Monks.



Seems at some point...FD didnt have a duration, then did, then didnt?

Valion
09-26-2019, 09:24 PM
Nope was very common to go into LGuk and see necros afk camped for hours on end.

Baler
09-26-2019, 09:25 PM
Nope was very common to go into LGuk and see necros afk camped for hours on end.

hahahahahahaha
not on p99

Jibartik
09-26-2019, 09:28 PM
Amazing I never new about this quest. it can't be a coincidence that the reward is the spell that is needed to research the summoned heatstone spell. I always assumed they meant to use the more appropriate level 20 Elemental Shield spell and never bothered to correct it.

haha Yeah I am glad it was discovered, thanks p99.

I just ran it to see how fast you could repeat the quest and it is a complete 6 minuet round trip that's 35 plat an hour with nothing that could slow you down.

The time from launch to that patch is 7440 hours and if you ran that quest exclusively like a bot it would net you approx 260,400‬ Platinum lol

I am glad to have the knowledge of this power but none should wield it on green. :(

Verose
09-27-2019, 12:18 AM
Whew reading through old patch notes is quite an adventure! There's so many subtle and temporary bugs that would be kinda fun to experience (Runed Fighter's Staff usable by Warriors for a while, or a few days where Bard's could charm Dragons / Deities, buffed newbie city guards getting see-invis accidentally, cast-time nerfs to Staff of Temp Flux to prevent players from spamming it for LD griefing).

If you ever really wanted to ramp-up the difficulty curve for Kunark (which might be interesting to do given how knowledgeable and skilled everyone is now), this was active the first ~3 months of the expansion:
https://web.archive.org/web/20020621022115/http://eq.castersrealm.com/viewarticle.asp?Article=1904

JULY 19, 2000
Keyed Dungeons

The key for Charasis (Howling Stones) is now NODROP per the patch message from a couple of weeks ago. Furthermore, when your character dies, keys for Charasis, Sebilis, and Veeshan's Peak, will no longer remain with your corpse, but will instead return with your character to its bind point. We made this change to reduce the difficulty and corpse-loss potential of these zones, and eliminate the need to do the key quests multiple times.

Jibartik
09-27-2019, 12:26 AM
Wow that'd be 3.5(ish) months of keys remaining on corpses. I would like to see that in actually, that'd be very interesting for raiding and grouping during kunark launch.

Baler
09-27-2019, 12:48 AM
I imagine it would be similar to Plane of Sky zone in during Blue's prime population peak.
An island of corpses.

Kavious
09-27-2019, 03:01 AM
Theres a few things that shouldnt be stackable for awhile

Patch Notes July 10, 2001 (http://www.tski.co.jp/baldio/patch/20010710.html)

- Changed the forged Antonian Javelins to be stackable.
- Spiderling and Spider Silks are now stackable.
- Spider Legs are now stackable.
- All Sheets of metal and Folded Sheets of metal are now stackable.

Bangsaen
09-27-2019, 03:38 AM
haha Yeah I am glad it was discovered, thanks p99.

I just ran it to see how fast you could repeat the quest and it is a complete 6 minuet round trip that's 35 plat an hour with nothing that could slow you down.

The time from launch to that patch is 7440 hours and if you ran that quest exclusively like a bot it would net you approx 260,400‬ Platinum lol

I am glad to have the knowledge of this power but none should wield it on green. :(

This is not a complaint, I just was wondering about the "meta" of P99 Green. If the meta is to capture what actually happened on Live EQ, this quest should be included. There are many items like manastone that were nerfed because they were OP. But those OP items are being included in P99 Green because they are part of the original timeline of Live EQ. If we include OP items, we should also include OP quests. This is to be consistent. IMHO, the meta should be recreating the historical EQ experience, including the OP items AND quests that were nerfed later.

What do you all think?

AbstractVision
09-27-2019, 04:15 AM
Basically what you would do in classic if you were "in the know" is make a druid or wizard, level up until you have bind/gate. Go do Neclo for several hours, with bind/gate you could make just under 100pp / hour. Once you had a sufficient amount of plat you go out to OoT and bind at the kiola merchant. Head back to kaladim and do Tumpy quest several thousand times, and hit lvl 40+ in a day. There are a few other exploitable quests, Verant didn't crack down on until it got super popular.

Later on they started disabling certain exploitable (mostly newbie) quests for the first couple weeks on new servers. You would see a quest NPC with an ! mark before their name. The NPCs didn't respond to their dialogue and would eat your items. After a week or two they would enable them again. This was their fix to stop the ebay sellers from doing the above (or other methods) and making a killing on brand new servers.

Two of the other big ones were the stew and debt quests in rivervale (iirc deputy tagil used to exist INSIDE rivervale and got moved outside in the first couple months, but I can't find proof that I'm remembering correctly on that one). Anyways you used to be able to drag the NPCs together and keep them there with a hail bot (later on snare) and make a macro to do ridiculously fast turn ins. Could get to 30s in a day in rivervale. I think they addressed this by making Blinza higher level and moving deputy tagil outside rivervale. Technically Blinza could still be dragged with several newbies sacrificing themselves to chain drag her to the guard.

Hoppkins_Wytchfinder
09-27-2019, 04:35 AM
Overthere fear wall exploit between wall and ramp of Skyfire Mountains zone. Priceless.

AbstractVision
09-27-2019, 05:25 AM
What about classic "free teleports" you know where you would glitch through the ground on purpose and get instantly teleported across certain large zones? Classic feature until december 1999 (12/6/99?) patch.

https://groups.google.com/forum/#!searchin/alt.games.everquest/patch$20exploit|sort:date/alt.games.everquest/uUJXPBz2eYY/46omB0bCYFgJ

Also in above link/patch, Rain is linked in all Karana zones.

Also in above link/patch, high level guards are moved from top floor to bottom floor of tower in North Karana.



Will be have classically accurate tradeskilling? Profitable brewing at launch? Also, what about the great pie tin fiasco? Also very classic, Verant even told everyone about it if you played on the test server. Pie tin sketches changed in price from 1 silver to about 1.5 platinum.

https://groups.google.com/forum/#!searchin/alt.games.everquest/pie$20tin$20sketch%7Csort:date/alt.games.everquest/JpW2ZN-Q1Ps/ielS2_r8TbcJ

Hoppkins_Wytchfinder
09-27-2019, 05:52 AM
What about classic "free teleports" you know where you would glitch through the ground on purpose and get instantly teleported across certain large zones? Classic feature until december 1999 (12/6/99?) patch.

https://groups.google.com/forum/#!searchin/alt.games.everquest/patch$20exploit|sort:date/alt.games.everquest/uUJXPBz2eYY/46omB0bCYFgJ

Also in above link/patch, Rain is linked in all Karana zones.

Also in above link/patch, high level guards are moved from top floor to bottom floor of tower in North Karana.



Will be have classically accurate tradeskilling? Profitable brewing at launch? Also, what about the great pie tin fiasco? Also very classic, Verant even told everyone about it if you played on the test server. Pie tin sketches changed in price from 1 silver to about 1.5 platinum.

https://groups.google.com/forum/#!searchin/alt.games.everquest/pie$20tin$20sketch%7Csort:date/alt.games.everquest/JpW2ZN-Q1Ps/ielS2_r8TbcJ

Ah saved so much time getting across sirens grotto to WW. Sit by wall and camp over and over till you were succored to the other side.

Classic

AbstractVision
09-27-2019, 06:48 AM
Overlookeed some other biggies in this hard to find patch.

https://groups.google.com/forum/#!searchin/alt.games.everquest/All$20drops$20of$20steel$20weapons$20have$20been$2 0replaced$20with$20higher$20quality%7Csort:date/alt.games.everquest/3Kdxg5raYIU/G4NBGfgWIAsJ

"All drops of steel weapons have been replaced with higher quality
fine-steel weapons of the same type. This change was made to reduce the
amount of new currency coming into the world at the mid-to-upper levels. The
fine-steel weapons are in all cases superior to the steel weapons that were
dropping, they just sell to vendors for less money."

Previously to 1/20/99 all fine steel was just steel and the value was ~21 plat per steel axe vs 4 plat for fine steel axe as seen here. This change should be global from the context of the patch notes, but I'm still investigating for further proof it was not selective to only Dwarven guards as outlined in the post below.

https://groups.google.com/forum/#!searchin/alt.games.everquest/patch$20exploit|sort:date/alt.games.everquest/R_2hdx5J-5w/doqMS5sQwEQJ


"Corrected a bug that allowed ships to move faster when disarmed"
Who doesn't want faster ships?

"All Wizard AoE damage and stun spells have had their radius slightly increased"
My first character was a wizard and I distinctly remembered the AoE spells being much more generous than on P99. Here is your proof finally, please add this to blue also. Medium sized mobs could be almost touching, not even close to stacked, and still all get hit.

"NPCs will now treat the "Cancel Magic" series of spells as hostile. Previously, NPCs did not mind if players dispelled all of their buffs before attacking. Now they will."
Prior to patch, all spell casting NPCs can be debuffed safely before engaging.

"The Levitate spell may now be refreshed while the spell is in use."
Prior to this patch levitation could not be recast without first landing on the ground.

"Also, the inhabitants of the Plane of Hate no longer fall for illusions, and tend to "Hate" everyone."
Prior to patch, certain illusions (wolf and elemental I suspect?) were non KoS in PoH.

Vizax_Xaziv
09-27-2019, 07:04 AM
Good luck w all that! My experience here has been that the staff don't like to implement any changes that benefit the player, even if said changes are truly "Classic."

Dolalin
09-27-2019, 07:38 AM
I guess for completeness and so it doesn't get lost I'll put this here too. Hum/Bar/Eru should start with *A Worn Candle, a weak light source.

Evidence it was in at launch.

https://www.project1999.com/forums/showthread.php?t=245972

Palemoon
09-27-2019, 08:16 AM
Does anyone else remember if we started out with a few points already in our primary weapon skill? My memory is telling me that they were all zero and we had to use our starting training points to prime them before heading out for our first kill.

Bangsaen
09-27-2019, 08:28 AM
Honestly, this is the most interesting forum thread I have read in a long time.

Lojik
09-27-2019, 08:43 AM
Does anyone else remember if we started out with a few points already in our primary weapon skill? My memory is telling me that they were all zero and we had to use our starting training points to prime them before heading out for our first kill.

I was going to mention this too, although i have no evidence or proof that weapon skills were 0

Jibartik
09-27-2019, 08:52 AM
One of the things I'd like to find is dates around the Stein of Moggoks implementation/cosmetic changes. (I wouldn't be surprised if it was added after launch but have nothing to corroborate that claim)

I have no evidence to prove it, or dates when it changed but my memory is

1. One day someone says "hey there is some +10 item for casters"
2. Like 24 hours later I see all tehse darkelves with lanterns

I got my lantern too, then shortly after it changed from a lanteren graphic to a stein graphic.

I would love to find any info on that cosmetic graphic swap, because I would love for that stein to appear as a lantern for however long that was.

One thing I want to ad is, lanterns are cool and classic and useless, so seeing players holding them would be an added bonus to this classic anomaly.

But like I said, its all in my head so its useless 8( Does anyone else remember, seen any info on this one while hunting?

AbstractVision
09-27-2019, 08:55 AM
I was going to mention this too, although i have no evidence or proof that weapon skills were 0

https://groups.google.com/forum/#!searchin/alt.games.everquest/i$20will$20take$20the$20stew|sort:date/alt.games.everquest/cxntcmKxK-s/l-FaZYHztTcJ

Not sure that equates to "proof" but they did ding level 2 and spend 10 skill points, 5 of which are in 1 hand blunt. /shrug

https://groups.google.com/forum/#!searchin/alt.games.everquest/training$20skills|sort:date/alt.games.everquest/MH4utSoMecc/5HuBbL0vlwkJ

That link has a post by Tim Smith that says to put all 5 training points into whatever weapon type you are using. This isn't possible at level one, you can only get to 6 if you start with 5. I think you're onto something.

AbstractVision
09-27-2019, 09:04 AM
I would love to find any info on that cosmetic graphic swap, because I would love for that stein to appear as a lantern for however long that was.

It was called glowing stein, it was the stein of oggok quest prior to being changed less than 5 months in.

https://groups.google.com/forum/#!searchin/alt.games.everquest/glowing$20stein$20nerf%7Csort:date/alt.games.everquest/-g1U1Nqc9KY/gwXXA0aMaxEJ

Jibartik
09-27-2019, 09:14 AM
It was called glowing stein, it was the stein of oggok quest prior to being changed less than 5 months in.

https://groups.google.com/forum/#!searchin/alt.games.everquest/glowing$20stein$20nerf%7Csort:date/alt.games.everquest/-g1U1Nqc9KY/gwXXA0aMaxEJ

You are my paladin.

Valion
09-27-2019, 09:41 AM
I guess for completeness and so it doesn't get lost I'll put this here too. Hum/Bar/Eru should start with *A Worn Candle, a weak light source.

Evidence it was in at launch.

https://www.project1999.com/forums/showthread.php?t=245972
Yep I remember the candle and weak as it was it served my human mage well until he got a firebeetle eye/wisp spell. Night time especially when raining was no joke then.

Jimjam
09-27-2019, 10:13 AM
Skills started at 0. They gave +5 to starting skill cos people would put all their points into casting. Unfortunately most your dps at level 1 is melee. This meant some races would be unable to solo whites at level 1 until after several deaths worth of skill ups (i'm thinking of erudites with their 70 dex/agi taking lots of hits and gaining no skill ups and only hitting for min damage with their 70 str).

Anyone remember equipment dropped by animations (i.e evil eye pets) being usable by PCs. I'm sure these items didn't start as race: none. Maybe shadowed weapons too.

Verityn
09-27-2019, 10:54 AM
I'm sorry if this has been addressed elsewhere. I remember farming plat from the dwarf merchants at the dock in butcherblock. Later on they were nerfed so I'm wondering if they will drop plat initially on green?

Jibartik
09-27-2019, 10:57 AM
Skills started at 0. They gave +5 to starting skill cos people would put all their points into casting. Unfortunately most your dps at level 1 is melee. This meant some races would be unable to solo whites at level 1 until after several deaths worth of skill ups (i'm thinking of erudites with their 70 dex/agi taking lots of hits and gaining no skill ups and only hitting for min damage with their 70 str).

Anyone remember equipment dropped by animations (i.e evil eye pets) being usable by PCs. I'm sure these items didn't start as race: none. Maybe shadowed weapons too.

Oh my god yes wow I feel this one too, don't remember it much but feel it. They were no rent right? I think that was my introduction to the concept of no rent?

I doubt they were called shadowed, I assume/thinkall the lore around shadowed men was introduced with Sol Ro. But again, these are like, if I was accessing my memory its like I have 1 frame of memory left of this stuff stored in my video files of this subject lol

Sahazar
09-28-2019, 04:37 AM
My stein on live was also a 1hb primary only. Was not retroactively changed.

Tyronius of Midnight
09-28-2019, 02:54 PM
@nilbog

/guildwar

that is all.

Dolalin
09-28-2019, 04:40 PM
So, I've trawled up some info on the Darkforge Armor quests.

When the Temple of Solusek Ro opens and the class armor quests go live, the two Undead Knights do not spawn in Temple of Solusek Ro but rather in Najena and Mistmoore. They remain spawning there until this patch in February 2000:

http://www.tski.co.jp/baldio/patch/20000217a.html

Spawn info for undead knights follows.

Mistmoore:

Mistmoore castle: Under the little moseleum with the single coffin in it (beside the coffin there is a false floor you can drop through) there is a UNDEAD KNIGHT that spawns. He was indifferent to me a Troll Shadow Knight. Hail him then say " What Shadow Knight Armor" He will then tell you of his stolen armor. Repeat his key words for the armor and he will tell you that he can make you Darkforge Armor (sounds cool) if you bring him some items.

From the Lizardman Crusader you will need to fine Decayed Armor peices. You can find him in Cazic thule. Seems to be a random spawn and he doesnt always drop the armor pieces. Wouldnt want to make it easy like the warriors quests.

Decayed Helm and Visor + 2 FreePort militia Helms = Darkforge Helm

Decayed BreastPlate + Decayed Mail + 2 enchanted Platinum Bars = Darkforge BreastPlate

Decayed Vambraces + Queynos KiteSheild = Darkforge Vambraces

Decayed Bracer (there is a right and a left) + Mino Shackles = Darkforge Bracer


http://web.archive.org/web/20011224091230/http://www.everlore.com/quests/default.asp?id=29860&mode=35

Najena:

You can find an undead knight in the same room where Drelzna spawns. He spawns by a necromancer to the left of you when you enter the room. He looks like a regular skeleton. He cons blue to me at level 28. Indifferent to my Dark Elf Shadow Knight.

undead knight says 'I was torn apart by my master and my bones were given as toys to my masters associates!! I am now only half Grandyf the Vile. My hands, feet and legs were sent here and assembled with spare bones of other unfortunates. Since this is the case, I can only [create Darkforge Armor] in the form of Boots, Greaves and Gauntlets. My other bones were sent to the land of Mayong!!'


http://web.archive.org/web/20010418025525/http://www.everlore.com/quests/default.asp?mode=35&id=31625

Baler
09-28-2019, 04:55 PM
@nilbog

/guildwar

that is all.

Nice,
https://www.project1999.com/forums/showthread.php?t=334753

Nirgon
09-28-2019, 07:37 PM
Is mage pet going to start with root or have the quake spell

Asking how classic we want seems open ended enough for that

Dolalin
09-29-2019, 03:53 AM
I think the various class armor quests deserve their own special treatment. The more I read about them the more I saw many changes to the quests and to the armor themselves over the months after they were released.

For example, many items gained stats, Darkforge used to be absurdly heavy but was lightened a few months later, drops necessary for the pieces were changed to make them easier to get, etc.

I will see what I can throw together.

Gustoo
09-29-2019, 06:16 AM
Things that can be clumped under the title of exploit I don't think will be in place. These are things that allow broken amounts of plat or exp.

AenorVZ
09-29-2019, 01:43 PM
What about classic "free teleports" you know where you would glitch through the ground on purpose and get instantly teleported across certain large zones? Classic feature until december 1999 (12/6/99?) patch.

https://groups.google.com/forum/#!searchin/alt.games.everquest/patch$20exploit|sort:date/alt.games.everquest/uUJXPBz2eYY/46omB0bCYFgJ

Classic. The ones I remember:

1. Zone to EK from NK, jump off the bridge and swim underwater back to the NK zone line. This teleported you to the base of the ramp leading up to Highpass.

2. Zone to WK from NK, walk straight out into the water until you are underwater, swim back toward the NK zone line. Teleported you to QH pass.

3. Zone to EC from WC on the north wall. Run up the wall and teleport to the road by the WC zone. This one didn't take you very far but it was useful in PvP.

Dolalin
09-29-2019, 01:58 PM
I gathered a bit of data for pre-revamp Paw including classic faction hits for Zixx Nenix, just in case the devs don't already have them.

https://www.project1999.com/forums/showthread.php?t=326454&page=2

Barantor
09-29-2019, 07:51 PM
I'm also wondering about pre revamp Clan Runnyeye (post called Runnyeye Citadel) and it's armor drops?

soronil
09-29-2019, 08:49 PM
I'm also wondering about pre revamp Clan Runnyeye (post called Runnyeye Citadel) and it's armor drops?

No need to wonder, on the "timeline" page on the wiki you can see the runny eye revamp, the time it happened on live, and the time it happened on blue (even patch notes for blue are linked)

If blue had multiple versions of something, green will have multiple versions. Especially if you see in the blue patch notes they tagged it with the original live date.

El-Hefe
09-30-2019, 03:05 AM
There is a blue line on the XP bar that indicates how far into each “bubble” you are. This bar didn’t exist before late Kunark.

Will the blue bar exist at green launch.

Jimjam
09-30-2019, 04:51 AM
Intimidation can skill up when out of melee range and on non-xp mobs. I have no idea if this is classic, but it feels wrong.

AbstractVision
09-30-2019, 02:58 PM
/LFG not classic at launch ;)

https://groups.google.com/forum/#!searchin/alt.games.everquest/$2Flfg$20level$20range|sort:date/alt.games.everquest/6t4_Z9KCK88/kPlas5lfhUEJ

Undocumented patch notes from 8/17/2000

/trackplayers now supports a "GROUP" option, allowing trackers to exclude all player

The EQCLIENT.INI has some new features, including one allowing logging (/log) to be on by default.

Activatable items, such as Journeyman's Boots, can now be activated by the corresponding number-key if placed in a hotbox.

Attack-speed buffs and debuffs will now stack correctly. In other words, lower level spells will no longer overwrite higher level spells of the same type.


*Looking for Group Flag*

Players can now indicate that they are "looking for a group" by typing /LFG.
This command will flag your character in both zone-specific /who lists, and the
server-wide "/who all" list with "LFG". The LFG flag will remain active until you either enter a group or log out.

Players can search for other players who are LFG by using filters in the
/who command. For instance, to find rangers between level 40 and 50 who are looking for a group across the server, type "/who all ranger 40 50 lfg".

It is our hope that this flag will make it easier for players to seek out
group members, allowing for more adventuring with less preparation time.

Daliant17447
09-30-2019, 03:01 PM
Not sure if already mentioned but /makeleader command was not classic, it's in a patch note somewhere

Tyronius of Midnight
09-30-2019, 06:40 PM
I'm not sure if this classic mechanic has been suggested here before but -

/guildwar

This is an absolute necessity in order to maximize server politics and immersion.

pink grapefruit
09-30-2019, 11:18 PM
Agree about /guildwar.

Silly "achievements" that basically reward toxic powergamers don't do much for the longevity of a server, but features like guildwar will allow for countless hours of *novel* fun in a way that is still classic. I experienced a guildwar back in the day, but most didn't and this should be their chance.

soronil
10-01-2019, 06:09 AM
I'm not sure if this classic mechanic has been suggested here before

Yes. By you. One page ago. Thanks.

soronil
10-01-2019, 01:00 PM
the "Tips" window should probably be disabled. as most of the tips aren't classic. e.g. "You have died, but since you are level 9 or lower you have respawned with your items without experience loss"
Easy for the player to disable the first time one comes up, not sure how hard it is to force disable for everyone.

doldiboldi
10-01-2019, 11:19 PM
Most annoiying thing I remember from my early days is the ability to heal mobs. Especially after clerics got complete heal.... one miss click and drama...

Madbad
10-01-2019, 11:52 PM
Most annoiying thing I remember from my early days is the ability to heal mobs. Especially after clerics got complete heal.... one miss click and drama...

oh shit i remember this

doldiboldi
10-02-2019, 11:38 AM
Oh and everyone kill stealing because it was based on kill shot I think. Lots of people re-rolled as wizards when that was in place.

AbstractVision
10-02-2019, 12:10 PM
Most annoiying thing I remember from my early days is the ability to heal mobs. Especially after clerics got complete heal.... one miss click and drama...

Wow I forgot about that one. Please add this, will be much fun and pain.

Danth
10-02-2019, 04:23 PM
Anyone mention /played command yet? It's been broken on "Blue" for quite a few years now.

Danth

monkeydoc
10-02-2019, 04:29 PM
Intimidation can skill up when out of melee range and on non-xp mobs. I have no idea if this is classic, but it feels wrong.

I remember (faulty, I know) doing this on live. But I may be wrong. I do 100% remember that it was called Instill Doubt, however: https://www.tapatalk.com/groups/monklybusiness43508/instill-doubt-vs-intimidation-t2361.html

Baler
10-02-2019, 04:29 PM
Anyone mention /played command yet? It's been broken on "Blue" for quite a few years now.

Danth

omg, yes. this

Kubaton
10-02-2019, 10:39 PM
There are several classic situations that I am personally familiar with, as I played live when it launched. 2 days after launch actually. Friends at work sucked me in..

Anyways, here are a few classic launch fun facts.

1) Magicians could summon up to 3 pets. This was obviously changed and I believe it was 3-4 weeks after launch.
2) Necro and Magician pets did not stop attacking nor lose def when their PC started summoning a replacement prior to using /dismiss.
3) Rogue threat generation at launch (until class revamp) was astronomically ridiculous.
4) Skill Intimidation was fully functional and very reliable before nerfing several months later - I think the nerf didnt come until nearly 7mo after launch.

There are a lot more fun tid bits, but I had fun with these on live =)

Daldaen
10-02-2019, 11:59 PM
Just highlighting a few things that I don't made it into the timeline changes on Blue's run through the expansions:

June 7, 1999 Patch (http://www.tski.co.jp/baldio/patch/19990607.html)


Players may now loot corpses in shallow water or lava by typing "/loot" while the corpse is targeted.
We have implemented an Auto-follow command. To auto-follow another player, target the character, then type "/follow". You must be grouped with the character in order to successfully carry out the command.
A Role Playing switched has been added so that players may identify other characters who wish to make known they are Role Playing. To activate the Role Playing switch, target your character and type "/roleplay", if the character is +PvP, the name tag above their head will appear as a darker shade of Red, whereas a non-PvP players name will appear purple.
Spell Scrolls are no longer lore items. This means you can hold more than one.
Tuyen's Songs now have range.
Eye of Zomm will no longer work in conjunction with pets - you can now have one or the other. Sorry.
The Bard spell "Denon's Desperate Dirge" will now require the use of Man


The /loot, /follow and /roleplay commands weren't in until June 1999.

Spell Scrolls were all Lore items prior to June 1999.

Eye of Zomm was castable with a pet up prior to June 1999.

Denon's Desperate Dirge didn't use mana until June 1999.

December 1, 1999 Patch (http://www.tski.co.jp/baldio/patch/19991201.html)


Tashan (Enchanter) and Malise (Magician/Shaman) spells now stack.
Screaming Terror (Necromancer) has changed. It is no longer a "Run Away" Fear spell - instead the targeted creature will cower in terror until it takes damage (similar to the Enchanter's Mesmerize spell). The Environment limit (Dungeons only) has been removed.
Pact of Shadow (Necromancer) now has a 12 second recast time.
Summon Waterstone (Magician) has been added to the game.
Waterstone's have a number of charges of Enduring Breath and should make Magician's very popular in Kedge Keep. It is available off Library Merchants.


So Tash / Malo shouldn't stack until December 1999

Screaming Terror should be a Fear spell with a Dungeon only limitation (like Shrink) prior to December 1999.

Summon Waterstone should not exist prior to December 1999

AbstractVision
10-03-2019, 12:04 AM
Kedge keep should be un-itemized as per classic until Dec 99 patch iirc.
I don't feel like digging up wayback right now for exact dates.

Dolalin
10-03-2019, 07:49 AM
@ Nilbog:

Solusek B dungeon should not go live until May, 1999 patch era.


May 21, 1999: The gamestats server has experienced some problems this morning due to [you won't believe this] problems upstream with UUNet [arrrgh that name sends shivers down my spine]. So if you are having problems with your connection, it should be resolved soon. Thanks to you who pointed out that the EQ Vault announcement about a new zone was wrong. It in fact is the old Solusek B dungeon, which has been renamed Nagafen's Lair. I have updated the Antonica Zone descriptions to reflect this. This is a very high level dungeon. The following sections have been updated: Back Slot Items ; Neck Slot Items ; Erudin Quests ; Qeynos Quests ; Highhold Quests ; South Ro Quests ; Ocean of Tears Quests ; Kaladim Quests ; Faction ; Alchemy Recipes ; General Links ; Antonica Zone Descriptions

May 20, 1999: The following announcement was posted on EQ Vault. I thought it was worth posting here: "New Zone - Kelleton informed me that Aradune (aka Brad McQuaid) posted a system wide message last night around 1:30 EST informing players that a new zone called Nagafen's Layer is now operational." If someone finds out more, such as where this zone is and what's in it, let me know so that I can update the guide for everyone to reference. Many changes were made to the equipment guide. Thanks to those who pointed out some errors. Please let me know of any mistakes in the guide, and send in any information on items not included. I would like to start compiling lists of magic items. The following sections have had information added or modified: Qeynos quests ; Neriak Quests ; Factions ; Tips ; Kahn's SK Guide ; Druid Class


http://web.archive.org/web/20010208142407/everquest.allakhazam.com/archives/Update_0599.htm

More in this newsgroup thread:

https://groups.google.com/d/msg/alt.games.everquest/tWWKd0ATFkM/gd60nhaHRscJ

Coridan
10-03-2019, 08:38 AM
Aw man those days "they announced a new zone, anyone know where it is?" I was the first person on my server in LOIO just by virtue of getting off the boat, looking at the paper map of Kunark and following the stream lol.

Snagglepuss
10-03-2019, 08:18 PM
Is there any evidence that there was an exp penalty for two or more of the same class in a group?

Rimson
10-04-2019, 01:51 AM
DoTs should do full damage to snared mobs at launch regardless of movement.

Both of these were on P1999 in the past and then properly nerfed so I hope we can count on the same in Green.

Lojik
10-04-2019, 01:06 PM
I'm hoping this is the right place to post this, I've already mentioned this in some threads. Maybe some other people can piggyback? But some low level spawns are rarer than they should be, some possibly too high. This is all from memory but I suspect finding hard evidence for these kinds of things would be pretty difficult.

1) Everfrost- Lack of roaming level 1 mobs, particularly gnoll pups and goblin whelps.

2) North Qeynos- seems to not be very many rats in the newbie yard, maybe just 1 spawn at the moment?

3) Tox forest- Way too many infected rats. Is this mob even supposed to be in this zone? The quest is on Faydwer, and I saw one or two mentions of it in "tox forest" on zam but I'm wondering if they meant paineel? It wasn't listed as found in tox forest on the zam database whatever that means. I think this is also resulting in fewer kobolds/skeletons/skunks/spiders

4) Innothule- Seems to be fewer than normal of a lot of things? Maybe others can chime in here

If you notice something off about other newbie zones please add, or if you dispute anything I've posted. I just feel like the newbie zones have been glossed over in terms of bug reporting (except for one or two people.) Freeport really looks good I think.

Verityn
10-04-2019, 01:34 PM
North Qeynos- seems to not be very many rats in the newbie yard, maybe just 1 spawn at the moment?

I can attest to this. On live there were often more rats than anything else and there were no skeletons during the day. Even in the aqueducts I don't think I've seen a level 1 mob there nor any rats except level 3 plague rats. I can't complain much about having more skeletons since they drop better loot, but it does make it hard to do the rat related newbie quests.

Palemoon
10-04-2019, 09:29 PM
Have we discussed the far clip plane yet? I remember the day in classic they greatly increased it. Before then there was no looking way off across half the zone. I remember them using lake rathtear as a example of a good zone to go to and experience their new improved far clip plane.

Seems on green it should be drastically cut back from what it is now.

cd288
10-05-2019, 10:05 AM
Have we discussed the far clip plane yet? I remember the day in classic they greatly increased it. Before then there was no looking way off across half the zone. I remember them using lake rathtear as a example of a good zone to go to and experience their new improved far clip plane.

Seems on green it should be drastically cut back from what it is now.

Why? Seems to me like that was a limitation due to technology at the time that they were able to improve on. Why restrict it so that people can’t view and appreciate all the cool sights in Norrath just because?

Are you going to play on a 20 year old computer with a 56k modem?

AbstractVision
10-05-2019, 10:40 AM
It is true there was a patch which increased the view distance. That is one of the only classic things I don't want to see. I actually wish they would allow us to view the entire zone now.

Graventhel
10-06-2019, 12:02 AM
Is there any evidence that there was an exp penalty for two or more of the same class in a group?

It's already been discussed ad nauseam how group exp works with both racial and hybrid class penalties. What would possibly lead you to believe there is a specific penalty for multiples of the same class?

Jimjam
10-06-2019, 03:07 AM
Why? Seems to me like that was a limitation due to technology at the time that they were able to improve on. Why restrict it so that people can’t view and appreciate all the cool sights in Norrath just because?

Are you going to play on a 20 year old computer with a 56k modem?

Low clip plane makes the game more difficult, so is more than just a cosmetic issue.

DMN
10-06-2019, 03:28 AM
Verant claimed they did their best to try to minimize the advantage people with better computers would hold over those without. it was actually primary concern, only after server/client stability and minimizing bandwidth usage.

Palemoon
10-06-2019, 11:11 AM
Low clip plane makes the game more difficult, so is more than just a cosmetic issue.

It also made the world feel bigger and more mysterious. Swimming in the waters of Lake Rathtear , the islands slowly coming into view one by one as you approach them is a lot more immersive than zoning in and seeing basically the whole zone laid out before you.

Hopefully they can bring this back for green.

Hoppkins_Wytchfinder
10-07-2019, 06:39 AM
Seeing mobs far away is a massive advantage. When soloing in westcommons you can see bears a frikking mile away as things stand. Any class with movement increasing skills can dominate mobs which drop something handy.

Jimjam
10-07-2019, 07:13 AM
It also made the world feel bigger and more mysterious. Swimming in the waters of Lake Rathtear , the islands slowly coming into view one by one as you approach them is a lot more immersive than zoning in and seeing basically the whole zone laid out before you.

Hopefully they can bring this back for green.

Completely changes the atmosphere of the game.

I liked the dark, misty Norrath where death lurks around every corner. It felt like the Irish border during The Troubles.

Note: I'm not saying I want a return to the troubles in Ireland.

Mblake81
10-07-2019, 07:38 AM
It also made the world feel bigger and more mysterious. Swimming in the waters of Lake Rathtear , the islands slowly coming into view one by one as you approach them is a lot more immersive than zoning in and seeing basically the whole zone laid out before you.

Hopefully they can bring this back for green.

Agree with the set clipping plane, same distance for everyone.

Completely changes the atmosphere of the game. I liked the dark, misty Norrath where death lurks around every corner.

Why? Seems to me like that was a limitation due to technology at the time that they were able to improve on. Why restrict it so that people can’t view and appreciate all the cool sights in Norrath just because?

Are you going to play on a 20 year old computer with a 56k modem?

Uses 56k modem defense to resist classic eq. They improved upon many things and they came later. Here we are, not wanting to play that. I don't even want the expansions. (the devs began slipping from RPG world cohesion).

Low clip plane makes the game more difficult, so is more than just a cosmetic issue.

Same across the board including the UI. Only difference is night vision for a race that has it or spells/items.

loramin
10-08-2019, 06:25 PM
This thread (https://www.project1999.com/forums/showthread.php?t=335680) about Necro/Shaman Charm (and specifically, the comment about NPCs charming) reminded me of a long standing "not classic" thing I've (effectively) trained myself to ignore here over the years: NPC spells.

NPC casters on P99 do not use the same spell lists as live mobs did. Before I got used to it I remember being shocked by some of the things NPCs cast on me when I first started playing here. I could submit evidence, but this has got to be a long-known issue. As such, it probably is too hard to fix ... but I just wanted to mention it anyway in case there's any chance it can be fixed.

sciception
10-08-2019, 08:54 PM
I've seen people posting that you will not be able to bind Melee's in other cities and city zones like Gfay. If this is true, it needs to be put out there as soon as possible since people like myself are planning with their friends for pre-made static groups. Returning to Qeynos, SFG or Halas after a death Pre-29 (first Cleric Rezz) would be disastrous for a static group. Even the boat ride back if you just missed it would be pretty time consuming and frustrating for most. Please clarify this so we can plan accordingly.

Verityn
10-08-2019, 09:44 PM
I've seen people posting that you will not be able to bind Melee's in other cities and city zones like Gfay. If this is true, it needs to be put out there as soon as possible since people like myself are planning with their friends for pre-made static groups. Returning to Qeynos, SFG or Halas after a death Pre-29 (first Cleric Rezz) would be disastrous for a static group. Even the boat ride back if you just missed it would be pretty time consuming and frustrating for most. Please clarify this so we can plan accordingly.

Binding players in any city was around at launch. What I think people are referring to is the fact that you can only bind others in cities and gfay. That run from Freeport to CT still kind of sucks.

cd288
10-09-2019, 09:40 AM
This thread (https://www.project1999.com/forums/showthread.php?t=335680) about Necro/Shaman Charm (and specifically, the comment about NPCs charming) reminded me of a long standing "not classic" thing I've (effectively) trained myself to ignore here over the years: NPC spells.

NPC casters on P99 do not use the same spell lists as live mobs did. Before I got used to it I remember being shocked by some of the things NPCs cast on me when I first started playing here. I could submit evidence, but this has got to be a long-known issue. As such, it probably is too hard to fix ... but I just wanted to mention it anyway in case there's any chance it can be fixed.

Wondering how you would accomplish this. I guess you'd have to search every mob on Allkhazam and go through all player comments on them looking for references to what spells they cast back in 1999-2000? If that's how you'd have to do it, I think you'd need a bunch of player volunteers because it would be too much work for one or two people.

loramin
10-09-2019, 10:40 AM
Wondering how you would accomplish this. I guess you'd have to search every mob on Allkhazam and go through all player comments on them looking for references to what spells they cast back in 1999-2000? If that's how you'd have to do it, I think you'd need a bunch of player volunteers because it would be too much work for one or two people.

While I agree this would require a lot of research, again I doubt this is something new, and so I doubt it requires new research.

I doubt the staff has just been like "let's have unclassic NPC spells for ten years", despite the mountains of classic research they've done :) I mean, it could be just research that's preventing it, but I suspect that they've known it's wrong, and it's just been a technical issue.

My hope was that maybe re-visiting the problem would result in a way to solve the technical issue, and that this magic solution could somehow appear in time for Green ... but that's all baseless hope from pure speculation.

sciception
10-09-2019, 10:43 AM
Are we going back to the Human XP bonus?

Verityn
10-09-2019, 10:45 AM
I do remember NPC's charming people. I'm guessing that's not a thing on p1999 at all? One of the scariest newbie moments I had in EQ was when the hag in unrest charned a level 40 barbarian warrior in full plate. whenever the hag spawned everyone would go to the zone enterance. Also some npc in Freeport used to charm people though I think that was a bug since it cast through the walls. My friend had just started playing and thee I was charmed and killing him. It took him awhile to stop being mad at me.

Fammaden
10-09-2019, 12:36 PM
I do remember NPC's charming people. I'm guessing that's not a thing on p1999 at all?

I've definitely been charmed in Mistmoore on more than one character more than one time and seen it happen to others.

nyclin
10-09-2019, 12:40 PM
NPC casters on P99 do not use the same spell lists as live mobs did. Before I got used to it I remember being shocked by some of the things NPCs cast on me when I first started playing here. I could submit evidence, but this has got to be a long-known issue. As such, it probably is too hard to fix ... but I just wanted to mention it anyway in case there's any chance it can be fixed.

https://www.project1999.com/forums/showthread.php?t=122674

caster NPCs shouldn't be casting at their current school level, it should be 2 levels below (e.g. lvl 49 wizard mob casts spells up to level 39)

the fix doesn't seem particularly hard, the main issue is finding the evidence to prove this. there's some anecdotes like posts on the Safehouse mentioning how easy casters in Sebilis are to solo, but very little in the way of "X mob casts spells A, B, C"

loramin
10-09-2019, 12:48 PM
https://www.project1999.com/forums/showthread.php?t=122674

caster NPCs shouldn't be casting at their current school level, it should be 2 levels below (e.g. lvl 49 wizard mob casts spells up to level 39)

the fix doesn't seem particularly hard, the main issue is finding the evidence to prove this. there's some anecdotes like posts on the Safehouse mentioning how easy casters in Sebilis are to solo, but very little in the way of "X mob casts spells A, B, C"

Thank you, that thread is exactly the issue I was trying to articulate!

Unfortunately I was dead wrong: it is a research issue, not a technical one. And if all the great classicQuesters in that thread haven't found good evidence yet ... well, I don't have great hope that anyone else will turn up anything new before Green :(

Maybe a dev will revisit the issue, see that good evidence is lacking, and decide to value the "hearsay" reports higher?

DMN
10-09-2019, 01:10 PM
https://www.project1999.com/forums/showthread.php?t=122674

caster NPCs shouldn't be casting at their current school level, it should be 2 levels below (e.g. lvl 49 wizard mob casts spells up to level 39)

the fix doesn't seem particularly hard, the main issue is finding the evidence to prove this. there's some anecdotes like posts on the Safehouse mentioning how easy casters in Sebilis are to solo, but very little in the way of "X mob casts spells A, B, C"


I can tell you with 100% certainty that the tactician in lower guk would cast gravity flux.

nilbog
10-09-2019, 01:11 PM
@ Nilbog:

Solusek B dungeon should not go live until May, 1999 patch era.



http://web.archive.org/web/20010208142407/everquest.allakhazam.com/archives/Update_0599.htm

More in this newsgroup thread:

https://groups.google.com/d/msg/alt.games.everquest/tWWKd0ATFkM/gd60nhaHRscJ

Isn't this saying that it wasn't a new zone, just renamed solusek b -> Nagafen's Lair?

May 20, 1999: The following announcement was posted on EQ Vault. I thought it was worth posting here: "New Zone - Kelleton informed me that Aradune (aka Brad McQuaid) posted a system wide message last night around 1:30 EST informing players that a new zone called Nagafen's Layer is now operational."Then one day later:

May 21, 1999: The gamestats server has experienced some problems this morning due to [you won't believe this] problems upstream with UUNet [arrrgh that name sends shivers down my spine]. So if you are having problems with your connection, it should be resolved soon. Thanks to you who pointed out that the EQ Vault announcement about a new zone was wrong. It in fact is the old Solusek B dungeon, which has been renamed Nagafen's Lair. I have updated the Antonica Zone descriptions to reflect this. This is a very high level dungeon. The following sections have been updated: Back Slot Items ; Neck Slot Items ; Erudin Quests ; Qeynos Quests ; Highhold Quests ; South Ro Quests ; Ocean of Tears Quests ; Kaladim Quests ; Faction ; Alchemy Recipes ; General Links ; Antonica Zone Descriptions

Dolalin
10-09-2019, 01:29 PM
@Nilbog: The announcement was the formal opening of Solusek B on live, which had also been renamed from Solusek B to Nagafen's Lair.

The confusion arose because people thought it was a brand new dungeon, ie a brand new zone file, but they had just revamped and opened the existing dungeon from back in beta.

Edit: this newsgroup thread reads a bit better

https://groups.google.com/forum/?nomobile=true#!search/%22Nagafen$27s$20layer%22/alt.games.everquest/tWWKd0ATFkM/-1TT5ZvX1SMJ

Edit 2: Looks like they revamped SolA and SolB all in one go actually. Maybe I misread.

Edit 3: there is a post there saying that it was a zone revamp and that SolB had been active a few weeks before. So I'm wrong about this I think. SolB had already been open, just in a different state. Mea culpa.

Lojik
10-09-2019, 01:36 PM
I can tell you with 100% certainty that the tactician in lower guk would cast gravity flux.

Didn't lvl 49 guk wizards cast ice comet too? I'm not sure this rule applied everywhere. Pretty sure most of these spawns were sub 49 though, but the ones that were 49...watch out!

Jigen
10-10-2019, 11:08 PM
I do remember NPC's charming people. I'm guessing that's not a thing on p1999 at all? One of the scariest newbie moments I had in EQ was when the hag in unrest charned a level 40 barbarian warrior in full plate. whenever the hag spawned everyone would go to the zone enterance. Also some npc in Freeport used to charm people though I think that was a bug since it cast through the walls. My friend had just started playing and thee I was charmed and killing him. It took him awhile to stop being mad at me.

Charming was extra terrible for me, because literally every time I was charmed in the day my dial up connection would drop too. I've always wondered why this was. Did the server suddenly start sending me too many packets to update my location frequently, effectively DOS'ing me? Was there something in the packets that looked like a disconnect signal? I'd love a time machine and some network gods to explain that one to me.

Made being charmed all the more terrifying. I guess it's like 'blacking out' once you're under their control.

Dolalin
10-11-2019, 05:53 AM
@Nilbog:

Concordance of Research quests (the Lightstone and GLS turn-in quests at the various Gypsies) shouldn't be in game until July 1999:

https://groups.yahoo.com/api/v1/groups/EQ_spell_research/messages/696


[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 696
Date: Thu Jul 29 12:14:43 BST 1999
Author: Jon Carlstrom
Subject: Practice Research Bugged?


Has anyone successfully attempted the new practice research implemented
in yesterdays patch? I did the minor quests, recived the recepie book
and the new book to combine items. So I thought I'd try the simplest
runes before using the rarer components in the harder runes.
Tried Rune 1: Lapiz Lazuli, Bat Wing, Bone Chip. Items fail to combine
in these quantities.
Ah, it mentioned needing a quill and parchment in the book. I buy both
at guild, and try the same. Items fail to combine in these quantities.

So I try the next: Turquoise, Fire Beetle Eye, and a Rusty slashing
weapon. Same fail. Added quill and parchment, still same failure. Tried
many different slashing weapons. All fail.

So is it buggy, and did Verant really add this whole new piece to
research without testing it in the slightest, even to attempt to make
one item? I have trouble believing even Verant would do that...so am I
missing something obvious? Would be interested to hear what kind of
success others have had with this new addition.

Quil of Bertoxxulous


The two quests to be disabled until this era:

https://wiki.project1999.com/Evil_Research
https://wiki.project1999.com/Research_Aid

Baler
10-11-2019, 09:40 PM
https://i.imgur.com/OWQvWYQ.gif

Jibartik
10-11-2019, 09:45 PM
hahaha I love how excited baler is!!

just renamed solusek b -> Nagafen's Lair?

20 years of naming confusion cleared up in a patch note I feel like I got a popcorn seed out of my tooth after 20 years.

sciception
10-11-2019, 11:20 PM
That's Cujo from the 80's?

ldgo86
10-12-2019, 01:03 AM
https://i.imgur.com/OWQvWYQ.gif

This is AMAZING

kylok
10-12-2019, 01:06 AM
Pretty sure it's one of the evil dead movies

Baler
10-13-2019, 07:52 AM
People posting bug reports about things that aren't a bug.

Check

Trollhide
10-13-2019, 10:40 AM
Saying "I dont have a bug collection box" to Blixkin Entopop in Misty results in him repeating the quest prompt, but he does not give you a box.

This was on a halfling druid with base faction.

Trollhide
10-13-2019, 11:13 AM
Sonsa Fromp in Misty seems to be a greedy merchant, this wasn't the case in classic

I'm able to train points into meditate on druid at level 5 (maybe earlier, I just now checked). They shouldn't learn it until 8

turbosilk
10-13-2019, 08:36 PM
Erudin guards aren't assisting to kill kobolds if you run kobolds to the guards in toxx forest outside of Erudin.

Seungkyu
10-17-2019, 06:00 AM
Erudin guards aren't assisting to kill kobolds if you run kobolds to the guards in toxx forest outside of Erudin.

Might want to post that in Green Bugs section of the forums.

Dolalin
10-17-2019, 07:16 AM
Erudite guards not assisting on kobolds is classic. You can stop reporting it.

soronil
10-17-2019, 08:06 PM
Erudite guards not assisting on kobolds is classic. You can stop reporting it.
But not because Dolalin says so, you can stop reporting it because it has been:
Fixed, pending update.

nilbog
10-18-2019, 07:48 PM
Sonsa Fromp in Misty seems to be a greedy merchant, this wasn't the case in classic


Sonsa Fromp is a greedy merchant as actually written in the lore.

If you research the Diggs family you will see they have quite a history.

Ask Kevlin about Sonsa.

I used to be wed to Sonsa Fromp. She shamed the Diggs name by cheating my customers. She would charge my customers double! I am sure she is still doing the same, but it is done without the Diggs name. Good riddance!

Meeka, Kevlin's sister also has some words

Oh, my! Do not mention that name to me! She used to be wed to my older brother, Kevlin. All I can say about her is that she would make a better rogue than a tailor.

Or maybe Twippie Diggs, Kevlin's other sister

Sonsa Fromp used to be married to my older brother Kevlin. She accidentally overcharged a customer once and my brother used that as an excuse to take the name of Diggs away from her so he could wed Lashinda Hoggletop. Now poor, beautiful Sonsa must charge a fortune for leather items just to make ends meet.

All of this leads back to Sonsa being a greedy merchant.

Bazia
10-18-2019, 07:51 PM
thats why nilbog is in charge

whitebandit
10-18-2019, 08:36 PM
thats why nilbog is in charge

Pras Nilbog!

tristantio
10-19-2019, 02:21 AM
Charming was extra terrible for me, because literally every time I was charmed in the day my dial up connection would drop too. I've always wondered why this was. Did the server suddenly start sending me too many packets to update my location frequently, effectively DOS'ing me? Was there something in the packets that looked like a disconnect signal? I'd love a time machine and some network gods to explain that one to me.

Made being charmed all the more terrifying. I guess it's like 'blacking out' once you're under their control.

I remember that (link dead when charmed)

Ahris
10-19-2019, 06:01 AM
I visited the island of Zachariah Reigh in OOT and noticed two issues.

The first is that a vendor is still offering cultural crafting items, the book for Seafarer's ringmail for example.

The other issue is that another vendor is selling fishing tradeskill items and i remember that fishing wasn't a tradeskill at all until well after release though there were indications that it was always a planned feature (I think you could buy hooks but there were no way of using them for anything).
I don't think the vendor and the fishing tradeskill was added until the tradeskill patch on September 19, 2000.

Lennie
10-20-2019, 01:09 PM
Been looking for a place to post this question, with the recent lighting changes being done is there any chance we could see Food/drink working as did in classic? I.e.; ogres / trolls / halflings eating more? Zones like the Ro's and Oasis causeing increased drink consumption?
Will batwing crunchies and fish rolls be a thing of value again?

nilbog
10-20-2019, 02:07 PM
I visited the island of Zachariah Reigh in OOT and noticed two issues.

The first is that a vendor is still offering cultural crafting items, the book for Seafarer's ringmail for example.

The other issue is that another vendor is selling fishing tradeskill items and i remember that fishing wasn't a tradeskill at all until well after release though there were indications that it was always a planned feature (I think you could buy hooks but there were no way of using them for anything).
I don't think the vendor and the fishing tradeskill was added until the tradeskill patch on September 19, 2000.

Is there any additional research about this? I found the 'about seafarer ringmail' book on the vendor. When should it become available?

The full list of items the vendor has are: Fishing Pole,Fishing Bait,Catch-A-Lot Bait,Tackle Box,About Seafarer Ringmail,Dry Hook,Treble Hook,Circle Hook.

Limiting merchant items per era is easy, just need to know when for what.

soronil
10-20-2019, 02:26 PM
Is there any additional research about this? I found the 'about seafarer ringmail' book on the vendor. When should it become available?

Presumably the book should become available when Seafarer's Ringmail becomes possible to craft. According to this thread:
https://www.project1999.com/forums/archive/index.php/t-10242.html

That would be part of the first batch of cultural, introduced September 19, 2000 (epic quest patch)

Trade Skills Enhanced
Many of the trade skills in-game have received massive enhancements, including dozens of new craftable items, new fishing and foraging items, and other things to be discovered once in game.

crafting seafarer ringmail & "sea temper", buying the book, fishing "saltwater seaweed" from OOT, and looting "mug of sea foam" of seafury/normal cyclops probably all make sense to be tied to together.

Zekayy
10-20-2019, 10:33 PM
ive noticed the meditate button in the spellbook is not working doesnt matter if the button is pressed down you still meditate either way for some reason I cant include my screenshot

Lonedrahon25
10-20-2019, 10:34 PM
ive noticed the meditate button in the spellbook is not working doesnt matter if the button is pressed down you still meditate either way for some reason I cant include my screenshot

This is logged already and will be fixed during launch.

Ivory
10-22-2019, 08:36 PM
Qeynos shouldn't have a local access to firebeetle eyes....this was added later. Back in the day you would have merchants coming to Qeynos from freeport with backpacks full of eyes for the locals.

soronil
10-23-2019, 08:21 AM
Qeynos shouldn't have a local access to firebeetle eyes....this was added later. Back in the day you would have merchants coming to Qeynos from freeport with backpacks full of eyes for the locals.

Only useful if you provide evidence

Dolalin
10-23-2019, 09:02 AM
Qeynos shouldn't have a local access to firebeetle eyes....this was added later. Back in the day you would have merchants coming to Qeynos from freeport with backpacks full of eyes for the locals.

Here's a post from June 10, 1999 with a guy talking about doing Fire Beetle baking recipes in Qeynos. So if this is true the change would have been sometime in March, April or May.

https://groups.yahoo.com/neo/groups/EQ-Monks/conversations/messages/51

Edit: here's a post from beta where a guy talks about being in Qeynos and using fire beetle eyes for light.

https://groups.google.com/d/msg/alt.games.everquest/IHqZOGfYTm4/BQfRoVA46mYJ

Sooooo this is looking doubtful.

Edit2: This post is from the start of Phase 4 beta and he's talking about killing prince and princess klaknaks and getting fire beetle eyes. I'm gonna call this debunked.

https://groups.google.com/d/msg/alt.games.everquest/Jyshrgzol-8/TB-6nu5dA7UJ

Ahris
10-23-2019, 11:55 AM
The quest 'The Vengeful Musicians' was not in the game at launch but was added at a later time. I remember because all bards (I played one) assumed it was a bard quest and started investigating when the vengeful soloist, composer and lyricist was added in Everfrost.

The earliest mention of them i can find is February 2000 on the Zam comment section, which seems about right according to my memory.

Dolalin
10-23-2019, 12:25 PM
Re: the vengeful lyricist/soloist/etc, I found a mention of them here from August 1999, so they are at least that old:

https://groups.google.com/d/msg/alt.games.everquest/M9nQJvwkzKU/GTEtP5GB2W8J

phobus
10-23-2019, 01:06 PM
Ranvigoz Tonsmith and Timtok Tonsmith are spawning in WC.. should they? They are for resizing crafted armor, which is obviously not in. They have no other purpose, and I couldn't find evidence of them existing before the Sol Ro quests went in.

Dolalin
10-25-2019, 06:00 AM
Ranvigoz Tonsmith and Timtok Tonsmith are spawning in WC.. should they? They are for resizing crafted armor, which is obviously not in. They have no other purpose, and I couldn't find evidence of them existing before the Sol Ro quests went in.

It looks like these two shouldn't spawn until October 1999.


14/10/99

Logged on for a few today and boy what a surprise. I was hunting in
W.C. and things have changed. First I ran into an orc legionaire, never
saw one of those here before. I dispatched him and went looking for wisps.
After killing a few I went to the guard shack to hang out. Those two
wimps must have been eating their wheaties during the last patch. They
are no longer lvl 10-12, they now con a deep dark red to my lvl 15 warrior
and they were tearing up all the wildlife that used to eat them for breakfast.

They can actually kill a full grown kodiak now, and not even get scratched!

The next little surprise was a couple 'a shorties hanging out by the inn
closest to the guards. They told me that they are great blacksmiths and
can resize my <crafted armor>. Wish I had some to resize =)


https://groups.google.com/d/topic/alt.games.everquest/Tiq0GwGo0c4/discussion

Arshis
01-24-2020, 01:11 AM
Ensnared myself a few times by accident, it only lasted 20 like seconds here. Im fairly sure in classic I was punished with a full duration ensnare... I always remembered being like 'not again!!!' And yes I never knew dispell removed ensare.. I was a dumb kid back then what can I say? But then again I played on Tallon Zek so red might have been different mechanics.

Zaejii
05-31-2020, 04:35 PM
...crafting seafarer ringmail & "sea temper", buying the book, fishing "saltwater seaweed" from OOT, and looting "mug of sea foam" of seafury/normal cyclops probably all make sense to be tied to together.

Yours is the only reference I saw, so quoting it.

It is currently possible to fish the "saltwater seaweed" in OOT (got two today). Wiki says Kunark item.

Tiger_King
11-06-2020, 02:19 AM
Soooo I just read this and am wtfing, what other necro item is a necro focus item? I only know of Inny book.... is it possible they were referring to the harvester or another necro only weap/OH (book with lich) as having the effect hidden in them? https://imgur.com/a/8KTRzgA

Tiger_King
11-06-2020, 04:52 PM
Soooo I just read this and am wtfing, what other necro item is a necro focus item? I only know of Inny book.... is it possible they were referring to the harvester or another necro only weap/OH (book with lich) as having the effect hidden in them? https://imgur.com/a/8KTRzgA

https://imgur.com/a/FB2bNiY

ZackLP
12-19-2020, 01:47 AM
When is the guard patch coming? I'm tired of people who are killing the newbie guards and quest givers in newbie zones. Seriously tired of it. This game has enough waiting around to wait for them to respawn and hope they aren't just killed off again, plus it takes me out of the game because why would the cities put up with that and not send an army to dispatch the loser who can't adventure the zones like they're supposed to?

adruidarkly
01-28-2021, 06:00 AM
Why do we have sky upgrades and not soul bound keys?

Sotaris
07-02-2021, 05:54 PM
When is the guard patch coming? I'm tired of people who are killing the newbie guards and quest givers in newbie zones. Seriously tired of it. This game has enough waiting around to wait for them to respawn and hope they aren't just killed off again, plus it takes me out of the game because why would the cities put up with that and not send an army to dispatch the loser who can't adventure the zones like they're supposed to?

Ewww. I thought people like you were a myth. Having freedom to do these things is what made Everquest great. Your kind of thinking leads to the way live EQ became.

Tethler
07-02-2021, 09:18 PM
Nice 6 month old thread necro