View Full Version : WWMD Classic+?
Ennewi
10-27-2025, 03:13 PM
What Would McQuaid Do? Before anyone says cocaine, looking for EQ-related answers. Where would he have taken the game or what would he have wanted for the base game?
The alternative question is, what would the community do, though that has been discussed at length already, proposing that with the Wizard class receive the clarity line or a self-only version of clarity, the Enchanter class only able to charm humanoid and other intelligent NPCs, etc. These have been commented on plenty, but include to establish a consensus if preferred. The newer the idea, the better, even if it's fairly trivial.
Warrior bash generates aggro.
Bard NPCs use songs without PC limitations, being able to play Selo's indoors, Highsun at night, etc. Bard NPCs also give positive Mistmoore faction hits.
Instrument Crafting is officially a tradeskill.
New variations of elementals and golems added. For elementals: Mud, steel, and stone. For golems: Earth, water, fire, and air. Sinuous versions added for each, with lifetap proc included.
Magician class receives Superior Highsun at level 50.
Magician epic pet now has the Velious "prismatic" texture.
Ranger epics double as skinning knives.
Rogue epic can be used as a picklock and keyring.
Ogres, Trolls, Dwarves can break down blocks and bricks of ore by hand, without a chisel.
Added new food/drink for tradeskilling. Marr cherry pie (clump of dough, marr cherries, pie tin); winter chocolate milk (winter chocolate, bottle of milk); cold brewed coffee (generic coffee beans, chunk of ice, milk); flask of mango juice; flask of marr cherry juice; miller/kromdul carrot cake; royal jelly rolls; cinnamon buns; moonshine (essence of moonlight/chase the moon, firewater); barbarian trail mix (ro dates, bag of caynar nuts, wooly fungus, white chocolate); orc chops and orc rinds (yes, orcs now drop orc meat).
Timorous Coconuts are now edible and potable; mangos are now edible; rice can now be cooked, combining a pot and flasks of water in an oven to create edible "steamed rice"; eggs can now be hard boiled combining a pot and flasks of water in an oven.
Aviak rooks and darters added to the scarecrow field in West Karana; both mob types will aggro one another.
Gelatenous Cubes have a chance of dropping edible goo.
Instrument mods increase range/radius of associated songs.
Added Primal Velium Rapier, Claw, and Boots/Slippers.
Block skill expanded to included WAR, SHD, PAL (200); BRD, RNG, ROG (150); CLR, DRU, SHM (100); ENC, MAG, WIZ (50). Shield required in secondary, excluding Monk.
Additional AGI affords chance to reduce detrimental effects applied to movement speed. Example: If rooted, player is instead ensnared; if ensnared, player is instead snared; if snared, player is instead released.
Negative CHA scores decrease resist rate of fear spells for SHD/NEC.
Harm Touch doubles as a lifetap.
Lay Hands also cures poison and disease.
Monk boot AC adds damage to all kicking attacks.
The appearance of Zlandicar's Heart/Glowing Black Stone changed to a black orb, Fist/Essence of Nature changed to a green orb, Wurmscale Fistwraps changed to a blue orb. Drachnid Thyxl, Orb of Tishan, and the like remain unchanged.
Playable Kerran race. Class lineup includes necromancer, shaman, druid, ranger, rogue, monk, bard.
Kerran illusion added to Enchanter spell list.
kjs86z2
10-27-2025, 03:20 PM
cocaine
loramin
10-27-2025, 03:35 PM
Instrument Crafting is officially a tradeskill.
...
Magician epic pet now has the Velious "prismatic" texture.
Ranger epics double as skinning knives.
Rogue epic can be used as a picklock
...
Added new food/drink for tradeskilling. Marr cherry pie (clump of dough, marr cherries, pie tin); winter chocolate milk (winter chocolate, bottle of milk); cold brewed coffee (generic coffee beans, chunk of ice, milk); flask of mango juice; flask of marr cherry juice; miller/kromdul carrot cake; royal jelly rolls; cinnamon buns; moonshine (essence of moonlight/chase the moon, firewater); barbarian trail mix (ro dates, bag of caynar nuts, wooly fungus, white chocolate); orc chops and orc rinds (yes, orcs now drop orc meat).
Timorous Coconuts are now edible and potable; mangos are now edible; rice can now be cooked, combining a pot and flasks of water in an oven to create edible "steamed rice"; eggs can now be hard boiled combining a pot and flasks of water in an oven.
...
Gelatenous Cubes have a chance of dropping edible goo.
...
Added Primal Velium Rapier, Claw, and Boots/Slippers.
...
The appearance of Zlandicar's Heart/Glowing Black Stone changed to a black orb, Fist/Essence of Nature changed to a green orb, Wurmscale Fistwraps changed to a blue orb. Drachnid Thyxl, Orb of Tishan, and the like remain unchanged.
Obviously a lot on that list would never happen, but I truly do think it'd be "classic+" (and in keeping with Brad's spirit) to make Blue have changes like these. It's never made any sense that Zlandicar has a "heart of sword", or that the Timorous Coconuts can't be eaten.
Similarly other ideas, like adding more recipes (and instrument crafting), letting Ranger/Rogue epics have a minor meaningless effect on their epic, etc. won't in any way unbalance or ruin the game, it will just make it a little richer.
To me, the perfect Project 1999 would have a classic-only Green server that merges, like clockwork, into Blue every 3-5 years ... and a Blue server that people want to play on, even when the more classic Green exists alongside it, because it isn't just the "leftovers of past Greens" ... it's also Classic+.
Ennewi
10-27-2025, 06:56 PM
cocaine
https://wiki.project1999.com/Fairy_Dust
Obviously a lot on that list would never happen, but I truly do think it'd be "classic+" (and in keeping with Brad's spirit) to make Blue have changes like these. It's never made any sense that Zlandicar has a "heart of sword", or that the Timorous Coconuts can't be eaten.
Similarly other ideas, like adding more recipes (and instrument crafting), letting Ranger/Rogue epics have a minor meaningless effect on their epic, etc. won't in any way unbalance or ruin the game, it will just make it a little richer.
To me, the perfect Project 1999 would have a classic-only Green server that merges, like clockwork, into Blue every 3-5 years ... and a Blue server that people want to play on, even when the more classic Green exists alongside it, because it isn't just the "leftovers of past Greens" ... it's also Classic+.
Classic recycling green would feel more like a recreation of that golden age nostalgia, with each iteration further perfecting the timeline changes and there being little to no mudflation. If a new or returning player misses launch day/expansion 1-2, they can always wait for it to come back around. But as the current blue museum collects more dust, it runs the risk of becoming a glorified storage unit.
Reiwa
10-27-2025, 11:37 PM
Snare spells decrease in effectiveness per unit of travel, eventually becoming beneficial if the chickenshit druid won't stand tall.
Additional casts renew duration only.
Rygar
10-28-2025, 11:39 AM
I mean, pally/SK tank discipline should be available. Something like a flat 25% to block, but must have shield equipped. Let it only last 30 seconds, maybe 45. Keep 1hr refresh.
This ensures warriors are still big baddie tanking kings but knights can short term step in. You aren't going to alter your cheal rotation/agro swap every 30 seconds to accommodate for this. Basically knights can maybe tank with spam heals while next warrior steps up and cheal switches.
Having a supreme version of yaulp/lifetap proc would be more flavor intensive such as SK turning into a bloody skeleton to tank with lifetap proc or paladins generate runes/heal procs (some kind of divine light particle effects would be sick).
Other things:
-Enable mob specific weapon weaknesses (i.e. piercing effects a skeleton less than bashing, etc.). Would require more melee awareness to weapon swap, certain mobs a rogue isn't godly against.
-Proper endurance bar to balance melee DPS, you barely hitting when drained. Requires invigor/end. Regen to stay dangerous
-more anti-camp code. For example the longer you stay in an area the likelihood increases a mob will spawn with no loot and tougher average level. Encourages dungeon crawling and prevents afk camps.
-better economy controls. Velious gems for example should be vendor bought only and only drop off raid mobs. This is a plat sink, more stuff like that
-Kunark/velious weapons waaaay too good of ratios. More balance needed. They always talked about more curse weapons, so do that if ratio is too good. Such as zaps your endurance or drains life every hit you land
-stats revamped to matter, all classes. I always thought they missed the boat here. Wisdom can help a warrior land more critical strikes, or let casters do more max damage on spell lands. Intelligence to fizzle less. Charisma is what enables procs (better affinity with your weapon).
-weapons that can level up would be sweet but hard to implement. Somehow the more you kill with it the better it gets up to a point.
loramin
10-28-2025, 11:40 AM
But as the current blue museum collects more dust, it runs the risk of becoming a glorified storage unit.
Exactly. Which is why it makes so much sense to make Blue "Classic+" ... even if the "+" is just from little things, like new tradeskill recipes and edible coconuts.
Rygar
10-28-2025, 12:20 PM
The biggest elephant in the room is how complete heal rotations on near every mob is lame. Needs more variety. Probably the whole reason WoW has encounter specific battle plans.
Don't have to go too crazy like WoW did, but more maybe mobs can silence, gflux, shadow step, some form of melee AoE attack, poisons requiring curing etc. raid mobs don't ALL need to do loads of damage to a single target, just slowly diminish your raid force.
Ennewi
10-28-2025, 01:56 PM
SK turning into a bloody skeleton to tank with lifetap proc or paladins generate runes/heal procs (some kind of divine light particle effects would be sick).
Alternatively, ghost illusions that tap life and/or endurance. But then Norrath only has so many playable races with ghost models. Going off memory...male dwarves/coldains, male iksars, male and female erudites, and that's it?
-better economy controls.
Highkeep casino. The ultimate plat sink depending on what all winnings would be available. It would probably be enough of an attraction to move the auction zone over, making the wtb/wts experience unique to p99.
ats revamped to matter, all classes. I always thought they missed the boat here. Wisdom can help a warrior land more critical strikes, or let casters do more max damage on spell lands. Intelligence to fizzle less. Charisma is what enables procs (better affinity with your weapon).
-weapons that can level up would be sweet but hard to implement. Somehow the more you kill with it the better it gets up to a point.
Neat idea, especially for CHA. Maybe it could have applied specifically to weapons with personality, a mind of their own, and the like, all akin to epics. With lowered/negative CHA, the weapon could turn on its wielder briefly at random, a double edged sword, making debuffs that much more of a danger or annoyance.
kjs86z2
10-28-2025, 02:12 PM
alternatively, you could ONLY play p99 while doing cocaine and itll feel a lot like classic+
Rygar
10-28-2025, 03:58 PM
I always thought the animal/undead/plant/elemental specific spells should have been expanded.
All nukes could stay the same, but cut their mana efficiency in half. This would make casters way more viable DPS in groups and specific dungeons. More mind should have been given to varying these mob types in dungeons across norrath.
Fear/Charm should be added for magician elementals.
Wizards get an anti-construct line, maybe a spattering of all 'anti' spells, just not the highest levels but let's their DPS shine without medding every second
CrazyPro
10-28-2025, 04:41 PM
The biggest elephant in the room is how complete heal rotations on near every mob is lame. Needs more variety. Probably the whole reason WoW has encounter specific battle plans.
Don't have to go too crazy like WoW did, but more maybe mobs can silence, gflux, shadow step, some form of melee AoE attack, poisons requiring curing etc. raid mobs don't ALL need to do loads of damage to a single target, just slowly diminish your raid force.
there already are a ton of mobs like this but every guild just cheeses the AoEs by having everyone go in/out to avoid AEs by keeping timers on all of the AEs
Rygar
10-28-2025, 05:39 PM
I'm no master raider, but what mobs are like that? I should caveat that this is difficult to work on a 32k mob since it dies so fast. So those would need some form of heavy Regen or lifetap proc
Wakanda
10-29-2025, 01:26 AM
If a warrior in my group was using a shield for the bash aggro I think it would trigger me. My fav part of grouping with warriors is their high DPS. I can root mobs if aggro is that big of an issue. I prefer the mobs dying faster. :eek: I always feel the diff between having a Warrior tank and an SK / Pal tank because of how slow everything dies.
Duo'ing with a Warrior as a Shaman is damn near like duo'ing with a Monk.
Rygar
10-29-2025, 08:14 AM
You are just proving a balancing point there, warriors shouldn't really be high DPS but agro generating meat shields with just average dps.
High DPS should be rogue/monk/ranger. Monk shouldn't be able to tank as well as they currently do either. FD should be way longer cool down, or tick drains endurance bar at which point FD fails if zero endurance.
Ennewi
10-29-2025, 09:29 AM
If a warrior in my group was using a shield for the bash aggro I think it would trigger me. My fav part of grouping with warriors is their high DPS. I can root mobs if aggro is that big of an issue. I prefer the mobs dying faster. :eek: I always feel the diff between having a Warrior tank and an SK / Pal tank because of how slow everything dies.
Shields with procs, that proc on block instead of or along with bash. Increase bash damage based on its AC. Warriors tanking and not tanking would still have the option to dual wield, but shield enhancments would add another layer to the class and another piece of equipment to their versatile arsenal. Not that warriors don't equip shields now but rarely, when on ramp or something.
Worn damage shields would also be fitting, not just for certain NPCs like the cacti in OverThere, but for endgame items. Can't be dispelled. Doesn't take up buff slot. Stackable.
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