View Full Version : Which quests that give EXP were nerfed?
flacidpenguin
10-29-2019, 09:53 PM
Bone chips, bandit sashes and orc scalps come to mind, but any others?
Xallis
10-29-2019, 10:01 PM
arrow delivery, love letter, what's her name's bloody robe in qeynos
flacidpenguin
10-29-2019, 10:04 PM
Will they ever be un nerfed? I kinda get bone chips with increased spawns, but bandit spawns were not increased, nor were HHP orcs.
bbsmitz
10-30-2019, 12:32 AM
Anyone know if it also affects the emerald warrior's items quest?
Widan
10-30-2019, 12:49 AM
Anyone know if it also affects the emerald warrior's items quest?
Yea it does, it affects pretty much all starter area quests. Tried all of them.
Buellen
10-30-2019, 01:59 AM
The Rat Whisker quest in south qeynos in casters guild was UN nerfed.
Gives decent XP till level 9 IF you can get enough rate whiskers. The fire beetles eyes and Bat fur is readily available on the merchant in north qeynos.
jolanar
10-30-2019, 06:01 AM
Nilbog:
" I'll keep making classic changes when I can, regardless if people threaten to quit. I'm here to recreate classic eq; not to make people happy."
Man if only they stuck to this, we wouldn't need this thread lol.
> I kinda get bone chips with increased spawns,
I don't. Increases spawns was to accommodate increased people. It's not like the amount of chips I can get has gone up in green; there's still a dearth of mobs compared to the population.
sentinel
10-30-2019, 09:22 AM
yeah but if you camped a skelly camp, for instance, you'd be getting way more than normally, even in classic. they had to nerf those quests. some folks would undoubtedly abuse it
yeah but if you camped a skelly camp, for instance, you'd be getting way more than normally, even in classic. they had to nerf those quests. some folks would undoubtedly abuse it
That's a fair point. I don't think they *HAD* to nerf them though; it's so inconsequential in the life of the server. It's to the point that P99 isn't classic for being classic, it's just punitive and painful for the sake of it, with the white knight sycophants slobbering over every dev decision.
I still enjoy it, but I think a lot of people could mature a bit.
But thanks for your civil, reasoned perspective.
yraapt
10-30-2019, 09:31 AM
In Qeynos, these quests were nerfed shortly after launch:
http://wiki.project1999.com/Aenia_and_Behroe
http://wiki.project1999.com/The_Crate_(good)
http://wiki.project1999.com/Bard_Reports
http://wiki.project1999.com/Kwint%27s_Kwest
loramin
10-30-2019, 11:52 AM
Nilbog:
" I'll keep making classic changes when I can, regardless if people threaten to quit. I'm here to recreate classic eq; not to make people happy."
Man if only they stuck to this, we wouldn't need this thread lol.
I gotta say, there's something INCREDIBLY unclassic about a server full of people NOT wanting to turn in things like Crushbone Belts.
Now to be clear, I'm not trying to second guess the devs on their attempt to make things classic, and even if they err on the wrong side, I truly don't care if the P99 XP you get from some quest is say 70% of what it was on live. People will absolutely still want to turn in these items, as they should because Classic!
But the sense I get from how everyone talks about this (both in-game and in the forums), is that these quests are a waste of your time and bone chips (or whatever), and if that's really true I think it's incredibly sad that we lost such a key part of classic EQ on our classic server.
Vizax_Xaziv
10-30-2019, 11:55 AM
Enjoy your SELECTIVELY CLASSIC experience! Enjoy being punished because you weren't amongst the tier-one speedlevelers who took advantage of BOTH increased spawn rates AND un-nerfed quest xp!
Vizax_Xaziv
10-30-2019, 11:57 AM
I gotta say, there's something INCREDIBLY unclassic about a server full of people NOT wanting to turn in things like Crushbone Belts.
Now to be clear, I'm not trying to second guess the devs on their attempt to make things classic, and even if they err on the wrong side, I truly don't care if the P99 XP you get from some quest is say 70% of what it was on live. People will absolutely still want to turn in these items, as they should because Classic!
But the sense I get from how everyone talks about this (both in-game and in the forums), is that these quests are a waste of your time and bone chips (or whatever), and if that's really true I think it's incredibly sad that we lost such a key part of classic EQ on our classic server.
Example:
I turned in SIXTEEN Leatherfood Raider Caps in Neriak and got essentially nonvisible xp at level 5.
Bone Chips are the same way. You can turn in 10 stacks @ level 1 and not even get a single level.
Danger
10-30-2019, 12:00 PM
Enjoy your SELECTIVELY CLASSIC experience! Enjoy being punished because you weren't amongst the tier-one speedlevelers who took advantage of BOTH increased spawn rates AND un-nerfed quest xp!
I thought u quit and went back to classic wow?
I gotta say, there's something INCREDIBLY unclassic about a server full of people NOT wanting to turn in things like Crushbone Belts.
true.
Lamil
10-30-2019, 12:16 PM
I guess I understand from their point of view of increased spawn timers just put more pressure on those turn ins.. Wonder if people are hoarding these things to lvl alts in the future if they turn the xp back on
Wenai
10-30-2019, 02:41 PM
Has there been an official statement on it yet? Feels weird to have such an impactful change with no communication. With spawn frequency back to normal, it should return to original state? Who knows.
sentinel
10-30-2019, 02:43 PM
Mobs still spawn faster, I believe they are at 60% increase
skipdog
10-30-2019, 02:46 PM
I've got so many quest turn-ins saved up, I had to make alts just to hold them all!
magusfire24
10-30-2019, 02:47 PM
Deputy Tagil is useful for the money. you either get an item that sells for 3 c, something that sells of 2s or sometimes a potion that sells for 1 plat 1 gp
Expediency
10-30-2019, 02:53 PM
How badly was the bandit sash quest nerfed? I have been hunting them and saving them up :(
Xallis
10-30-2019, 02:56 PM
How badly was the bandit sash quest nerfed? I have been hunting them and saving them up :(
Exp isnt great, the cash is though.
Vizax_Xaziv
10-30-2019, 02:59 PM
I thought u quit and went back to classic wow?
true.
I did. Til they buff the Mage pets at least.
Funny how you're so happy that Mages got nerfed because "its Classic" meanwhile you don't seem to care half as much about this extremely UNCLASSIC change!
Taryth
10-30-2019, 02:59 PM
Ogre War/SK guild quests, though they do not give a great deal of XP, still offer a pretty good return in coin if you consistently do the turn ins. I think they're one of the few useful ones left in the current state because the turn in is close enough, and Ogres have a lot of carry weight for bags.
BleakCodex
10-30-2019, 03:02 PM
The issue I see is that decreasing quest exp only makes sense if increasing the spawn rate actually led to individuals accumulating more of a quest item than would be 'balanced'.
The thing is, I don't feel like I'm accumulating twice as many bone chips, in fact, I'd say I'm only getting maybe 1/3rd to 1/4th the amount I normally would do to the number of players.
Increasing Spawn Rates allowed an to increase the number of players the zones can handle, but all these quest items are being split between all these players, so while the total number of Bone Chips has increased, the amount each player receives is unchanged at best.
So I really think they should just undo the quest exp changes and continue modulate the Spawn Rates until the zones reach a more sustainable number.
larper99
10-30-2019, 03:09 PM
All of these "did nerf, didn't nerf, should nerf, shouldn't have nerfed.." complaints. The dev team had a hell of a conundrum their hands at launch.
Increased spawn meant increased turn in potential, BUT..
Increased population meant that turns would be spread out, so turn ins per player might remain classic, BUT...
A fear that a few knowledgeable players would exploit certain turn-ins would create a spearhead of players rocketing away from the rest, creating the problem that Green was trying to solve over Blue, BUT...
The knowledgeable players simply hoarded their turn-ins waiting for the restoration.
No matter what they did, someone would have complained. Without some sort of server side, dynamic calculation leveling the XP per player per turn-in per spawn rate, they did what they could.
Day one was so packed in Qeynos, I started doing the Bard Reports just because I was doing something rather than just competing for scraps in the newbie yard. It took forever to get to level 2 doing that. But, guess what? The coin reward hadn't changed. So, I got a lot more money from doing that quest a hundred times than I would have normally. It was just pennies, but it added up.
There simply was no perfect solution to the problem.
Vizax_Xaziv
10-30-2019, 03:13 PM
And now the situation is spawn rates are reset to default, quest xp is still nerfed AND the noobie yards still have 100+ players in them.
If you're behind the leveling curve youre FUCKED and levels 1-8 will take literally 3-4 times as long as they did over launch weekend!
Vizax_Xaziv
10-30-2019, 03:14 PM
And ALL of this could've been avoided had they launched with 2 servers! But no the people who were ahead of the curve all voted no on the second-server vote!
silo32
10-30-2019, 03:15 PM
And now the situation is spawn rates are reset to default, quest xp is still nerfed AND the noobie yards still have 100+ players in them.
If you're behind the leveling curve youre FUCKED and levels 1-8 will take literally 3-4 times as long as they did over launch weekend!
fear mongering and a load of bullshit
larper99
10-30-2019, 03:17 PM
If you wanted a true classic experience, they could have limited the server to, say, 100 new accounts per day, first come first served. No increased spawn rates, no nerfed turn ins. That way, each fresh batch of noobs can do the classic turn ins as normal.
Oh, you don't want to roll the dice on whether you get in on day X? Just wait a month until they remove the restriction once the population had reached a certain level.
AegnorP99
10-30-2019, 03:18 PM
How badly was the bandit sash quest nerfed? I have been hunting them and saving them up :(
I turned in 7 sashes after I left last night at level 10 and got roughly 30% of a level? Quite a bit worse than on Blue. Made over 50pp though!
larper99
10-30-2019, 03:25 PM
And now the situation is spawn rates are reset to default, quest xp is still nerfed AND the noobie yards still have 100+ players in them.
If you're behind the leveling curve youre FUCKED and levels 1-8 will take literally 3-4 times as long as they did over launch weekend!
I really don't know what that means. If the quests had not been nerf, the "curve" you are alluding too would have been MUCH steeper, therefore, "fucking" (whatever that means in this context) those behind it even more so.
As it is, I was online when the first 30 popped, when the first JBoots dropped. Those were on, what, day 3? SO WHAT?
yraapt
10-30-2019, 03:42 PM
I don't think these quests were nerfed because of increased spawn rates. The 4 I had been doing on beta didn't require any spawn/kill. They worked for about the first 10 minutes I was online, then I think they got nerfed when the staff realized how fast ppl were leveling off quests.
The pick and choose approach to classic features is kind of lame imho, but I sucked it up and sat on a beetle spawn for the next couple hours and moved on.
Jimjam
10-30-2019, 03:47 PM
I don't want to speak for the staff, but I think this change is being filed under 'ensuring classic experience'.
The classic xp quest people did on live was Tumpy Tonics. Anyone given them a try? :D
flacidpenguin
10-30-2019, 03:47 PM
I guess I understand from their point of view of increased spawn timers just put more pressure on those turn ins.. Wonder if people are hoarding these things to lvl alts in the future if they turn the xp back on
A bunch of turn ins which have no increased spawn time were also nerfed.
Vizax_Xaziv
10-30-2019, 03:56 PM
I really don't know what that means. If the quests had not been nerf, the "curve" you are alluding too would have been MUCH steeper, therefore, "fucking" (whatever that means in this context) those behind it even more so.
As it is, I was online when the first 30 popped, when the first JBoots dropped. Those were on, what, day 3? SO WHAT?
The spawn rates are now completely default but theres still over 100 ppl in the noobie areas making
larper99
10-30-2019, 03:56 PM
I don't think these quests were nerfed because of increased spawn rates. The 4 I had been doing on beta didn't require any spawn/kill. They worked for about the first 10 minutes I was online, then I think they got nerfed when the staff realized how fast ppl were leveling off quests.
The pick and choose approach to classic features is kind of lame imho, but I sucked it up and sat on a beetle spawn for the next couple hours and moved on.
Now, that I might agree with. There should really have been no reason to nerf non-turnin quests. Anyone has access to those.
However, imagine the line outside the Qeynos Bard Hall, all trying to get report forms? Leanon and Quinlon would have resigned when they saw all of those people rushing at them with forms to fill out.
cd288
10-30-2019, 04:12 PM
I guess I don't really care that much, but I do think it's somewhat lame if the quests were nerfed in general and not as a temporary result of the spawn increase.
One of the things I've always liked about EQ was that you could kind of play it how you wanted. Want to solo or group grind XP from 1-60? Go for it. Want to do some quests to make some of those levels go a little faster? Go for it; Kaladim really thinks the skeletons are overrunning Butcherblock, so they'll reward you really well if you help clear some of them out. Who cares if someone wants to level that way? It doesn't make them a lesser player; it just means that's what they want to do. We all enjoy EQ in different ways and all want to take different XPing paths, and that's okay. Personally, I was never someone who wanted to skip like 10 levels via turn ins, but I did like being able to kill the odd skeleton or something that came across my path while leveling and knowing that I could get a nice little XP boost as a result later.
Just seems sort of against the more open-world nature of EQ and Norrath to nerf things in order to force people to play/XP in the way that you think they should. With nerfing all kinds of quests so that they don't reward much experience at all, Green now just feels sort of linear; i.e. you have to take this path to earning XP or nothing at all.
Vizax_Xaziv
10-30-2019, 04:18 PM
Just another PERFECT EXAMPLE of the selectively classic experience you can expect here on Green99!
Who knows what theyll decide needs to be nerfed next!
Lammy
10-30-2019, 04:26 PM
What a cry baby
skipdog
10-30-2019, 05:20 PM
The spawn rates are now completely default but theres still over 100 ppl in the noobie areas making
This is 100% wrong. Spawn times in newbie zones are still being reduced by 60%.
lesell
11-23-2019, 07:05 AM
I know thread is a little old, but I am wondering if they will un-nerf this, at least the Highpass orcs? I've been running through HHP a lot lately and its just a dead zone... HK does ok, but there's not even one group in HHP, even in peak times. I remember leveling in classic at orcs Kith zone line with a full group, it was super fun and dangerous... there was people there ALL the time, it was great. I'm kinda sad it's just... super dead and no one wants to group. I'm guessing its because the scalps must not give much, if at all. Hope they change this sometime.
Also to add to the list, the Deathfist slashed belts quest in Misty have been heavily nerfed too... I don't understand this one too much as the orcs spawn rate didn't change I don't think? (not sure about this?), plus (apart from wandering centurions) the orc camp for that one are like level 12-14 or so, its not really a newbie quest-- cb belts and gnoll fangs give more exp and you can get them at the same/lower than the misty quest anyway... EDIT TO ADD: I feel like some of these newbie quests are more nerfed than others? Some of them (bone chips, misty deathfist, sashes) give just nothing, and some (gnoll fang, maybe whiskers?) give comparatively much more, but its hard to say. I don't mind the nerfs and I understand why they did them, the only one I think is interfering with a classic experience is the orc scalps, imo. Not saying it should be what it was before, but maybe a little more, to make it a lucrative camp again.
Man0warr
11-23-2019, 02:10 PM
No one groups in Highpass (sometimes see a group there) because the ZEM is trash compared to Upper Guk/Befallen. People are smart and will go where the most exp is.
Mercius
11-23-2019, 02:11 PM
the zones without ZEM are just so fucking slow its insane, you can exp for hours in highpass and get like a single bubble meanwhile in unrest or guk 5 dark blues are a bubble
Lulz Sect
11-23-2019, 02:14 PM
Time to merge Teal back into Green
cd288
11-23-2019, 02:35 PM
the zones without ZEM are just so fucking slow its insane, you can exp for hours in highpass and get like a single bubble meanwhile in unrest or guk 5 dark blues are a bubble
I assume you mean soloing
jacob54311
11-23-2019, 02:37 PM
Rotate the zems
Tweaking the zems wouldn't really effect how the game is played and would liven up some neglected zones!
vhatever
11-23-2019, 04:38 PM
The ZEMs do suck. Wish they would just give dungeons a flat moderate exp boost. Dungeons already have the fat lewt. Why do they need ridiculously good ZEMs? And why does high keep even count as a dungeon. It firggin has guards you can pull mobs to like when you were a low level newbie. Some "dungeon".
Man0warr
11-23-2019, 06:26 PM
The end game dungeons do have a weak ZEM. It's mostly the low/mid game dungeons with boosts - probably due to them historically being a more risky place to exp, which is obviously not the case 20 years later with the knowledge most P99 players have.
The values used on P99 I believe were taken from a leaked database from Al'kabor (or the last remaining employee tasked with maintaining Al'Kabor gave the info out) before it got decommissioned by management.
Uuruk
11-23-2019, 07:54 PM
I know thread is a little old, but I am wondering if they will un-nerf this, at least the Highpass orcs? I've been running through HHP a lot lately and its just a dead zone... HK does ok, but there's not even one group in HHP, even in peak times. I remember leveling in classic at orcs Kith zone line with a full group, it was super fun and dangerous... there was people there ALL the time, it was great. I'm kinda sad it's just... super dead and no one wants to group. I'm guessing its because the scalps must not give much, if at all. Hope they change this sometime.
Also to add to the list, the Deathfist slashed belts quest in Misty have been heavily nerfed too... I don't understand this one too much as the orcs spawn rate didn't change I don't think? (not sure about this?), plus (apart from wandering centurions) the orc camp for that one are like level 12-14 or so, its not really a newbie quest-- cb belts and gnoll fangs give more exp and you can get them at the same/lower than the misty quest anyway... EDIT TO ADD: I feel like some of these newbie quests are more nerfed than others? Some of them (bone chips, misty deathfist, sashes) give just nothing, and some (gnoll fang, maybe whiskers?) give comparatively much more, but its hard to say. I don't mind the nerfs and I understand why they did them, the only one I think is interfering with a classic experience is the orc scalps, imo. Not saying it should be what it was before, but maybe a little more, to make it a lucrative camp again.
I found nothing wrong with misty orc quest. Not sure what you are talking about.
bubur
11-23-2019, 08:01 PM
Time to merge Teal back into Green
bring the boys back home
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