Project 1999

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Wulvie 09-05-2013 06:57 PM

ETA for launch? ballpark?

Zuranthium 09-05-2013 08:14 PM

Quote:

Originally Posted by HippoNipple (Post 1102826)
If it was bonuses to just neutral/good deity then the dark elf casters would be gimped.

That's the point, because the evil team already has such huge advantages in terms of zone control. Although gimped is not the correct word at all, they would just have a bit lower stats in comparison.

phacemeltar 09-05-2013 09:00 PM

Quote:

Originally Posted by Wulvie (Post 1103215)
ETA for launch? ballpark?

every time someone asks this question, the release is pushed back a week

porigromus 09-05-2013 09:09 PM

Quote:

Originally Posted by Glasken (Post 1102298)
Evil in-fighting may help the transition for current R99 players as well once the servers are merged (if they keep the team model). Want to pvp everyone? Evil side. Want to team play? Maybe team evil isnt for you.

The more I consider that idea the more I like it.


After re-watching the twitch vid I'd also like to throw around my opinion about "just trying some things" like various item loots or other experiments:

No.

If there are experiments to be slung about, open a test server where exp bonuses are crazy, server wipes happen regularly, and the rules change every time. Once you have the answers you want, then open the real thing. I am not a fan of the whole "lets try some form of item loot, even if its just for a short while" thought. Poor planning. Implement your desired version of item loot (none also being an option) and leave it in place. Wishy-washy rules make for a less trusting environment.


On the subject of team balance questions:

Everquest is a hugly enjoyable game. Why else would we all be here? Part of that enjoyment comes from the games imbalance. Some classes or races are harder to play than others. A SZ ruleset takes that to extreme, and that is why I like it. Do not add superfluous items for a crutch. Do not sling "any race and class for any team" all over the walls just for a fresh coat of paint. Guilds can -and have on live- pwned the highest level content with gnome warriors.

Project 1999 is about playing the game as it existed in its hayday. Is it perfect? No. Neither is the game itself. And we all still love it. There will never be a single pvp server that fits everyone, not even after a trip to the chop shop. My request of our beloved devs is to pick a ruleset and implement it to the fullest ability.


On "I want the new server MY way":

Maybe this is more your speed...

http://www.youtube.com/watch?v=4fndeDfaWCg

Go play on stormhaven, EZ, or any of the other EMU servers you have access to. They have plenty of custom content along side old world content so you can pick your own adventure. I think most of us on P99, red or blue, are here for EQ as it was, not how we want(ed) it to be.

This!

GreyPowerVan 09-05-2013 09:11 PM

Quote:

Originally Posted by Wulvie (Post 1103215)
ETA for launch? ballpark?

2019

Rec 09-05-2013 11:22 PM

Are we there yet papa smurf

Weekapaug 09-06-2013 07:59 AM

Quote:

Originally Posted by Vexenu (Post 1102848)
I played on SZ as Spinfusor, Iksar Monk of <Da Bashin' Iggles>, and anyone who played on SZ during the classic era would most likely remember that name. I was the only Monk ranked on the PvP leaderboards for quite awhile and got most of those kills solo and in my 40s, without the help of an epic, Fungi or a T-staff. I say that not to brag (truly that would be a rather pathetic thing to brag about all these years later) but to simply establish that I have a pretty strong understanding of EQ PvP. I would prefer my ideas stand on their own merit rather than attempt to impress people with my EQ PvP e-credentials from over a decade ago, but since you doubt my bona fides, there you go.

And yes, as much as I enjoyed SZ I must admit the ruleset was deeply flawed. The server suffered due to the lack of team balance. The entire Good team was basically a running joke to the rest of the server, and Neutrals faced significant disadvantages to the power of the Evil team. As much fun as SZ was, it could have been better, and my hope is that any new server that attempted to resurrect SZ would make the small adjustments needed to improve SZ's rules.

And really, I'm not claiming my suggested ruleset is perfect. But I've certainly put a lot of thought into it. I didn't just pull it out of my ass one day. I didn't just decided to propose putting in an FV hammer because I thought it sounded cool, and that goes for the other changes I proposed as well. They are all there for one, simple reason: to attempt to create a more balanced distribution among the teams, measuring both by total team population and among the subset of hardcore, endgame focused players.

There is only one chance to launch a new PvP Teams server, so the devs have to get it right. Red 99 suffered an awful launch made worse by organized griefing, and the server never recovered. We're in a different environment now than we were when SZ was launched on live. Using the same formula from back in the day would produce different results today due to much greater player knowledge, free accounts, etc... In order to produce even something as good as classic SZ, you would therefore need some small degree of modifications. The vanilla ruleset would simply have its weaknesses exploited by griefers and powergamers, and the server would fail hard. I don't want to see that happen, because with a few simple tweaks, the SZ ruleset could be revived to produce an awesome server all these years later.

Fair enough. I disagree about griefing, though...There's really nothing that can be done about it. If people want to grief, they will always find a way, and the more little tweaks you put in, the more they get abused by those people. History has shown this over and over. I direct you to the antics of Fansy the bard, for example. Besides being really funny at the time, that's the shining example of how the best way to offset griefing is to make everything as open as possible and let the players work it out....They changed the ruleset to allow PKing under 6 if they were outside of a newbie zone because Fansy demonstrated that even that one simple rule, intended to avoid griefing, can get abused. And they offset it with making pvp more open, not less. Training helps a lot as does no level limits on pvp. That's something SZ got spot on. In fact, I can't really imagine EQ pvp without training being allowed, personally. War is about using the environment to your advantage and, a lot of times, it's unavoidable anyway. But I digress...I wouldn't sweat the griefers as much as when this thing is released....As excited as people are about this server, myself included, if it comes before velious, it's going to lose pops once velious comes out because people will go back to blue for that. There's really no getting around that.

And you make a lot of assumptions about griefers and powergamers being one and the same. The whole point of teams is so the powergamers on your own team offset the griefers of the other team. Trying to clamp everything down with artificial level limits does very little to counter that and just means that the single griefer who wants to gank lowbies just has to bring another one with him to accomplish the same thing. It's EQ...There is very little in this game that can't be overcome by just bringing more people. All you do is potentially bore people who have the time or just want to level fast (and on these servers there are LOTS of those) so that they leave and find something else to do. Or just don't bother. While the griefers still grief. Again, for every well intended "fix" you put in, there is at least another unintended consequece that makes the whole thing even lamer and usually the fix does nothing to fix anything, just makes it worse. Not to mention, takes it even further away from real EQ, thus turning away a whole lot of people who might otherwise be into playing.

I was pondering this a bit more last night and it occurred to me that a lot of these problems go away if you just make it a straightup light vs dark 2 team ruleset. I prefer 3 teams, myself, as I'm sure most do, but if there was any problem with SZ that was, arguably, it. Evil will most likely be the most populated team, so not watering down the two opposing teams, which are basicly the same anyway, could go a long way to offsetting that. The only people that really effects are those who actually enjoy the challenge of playing the underdog goods.

Not my personal preference but, yeah, that's one simple, open, basic ruleset deviation from SZ that might go a long way towards offsetting the evil advantages. Maybe throw evil FFA in there as well. And you don't bastardize the entire game into something unrecognizable from real EQ in the process.

Weekapaug 09-06-2013 08:00 AM

Quote:

Originally Posted by Rec (Post 1103452)
Are we there yet papa smurf

I've heard 3-4 months from now and I've also heard no ETA.

Heard no mention of it during the twitch thing, but I was in and out of the room a lot and missed parts.

Fawqueue 09-06-2013 02:07 PM

Quote:

Originally Posted by Weekapaug (Post 1103674)
I was pondering this a bit more last night and it occurred to me that a lot of these problems go away if you just make it a straightup light vs dark 2 team ruleset. I prefer 3 teams, myself, as I'm sure most do, but if there was any problem with SZ that was, arguably, it. Evil will most likely be the most populated team, so not watering down the two opposing teams, which are basicly the same anyway, could go a long way to offsetting that. The only people that really effects are those who actually enjoy the challenge of playing the underdog goods.

Not my personal preference but, yeah, that's one simple, open, basic ruleset deviation from SZ that might go a long way towards offsetting the evil advantages. Maybe throw evil FFA in there as well. And you don't bastardize the entire game into something unrecognizable from real EQ in the process.

As much as I hate the idea of changes (as I've said already) from the familiar formula we had on live, this is probably the one I think I could tolerate the most. If I really had to see the devs do something custom, it would be to somehow allow Neutral and Good to combine forces. Rolling them into one team could be a suggestion, but even just hardcoding teams for Evil and allowing Neutral and Good to group/guild might help. All it would take is some coordination to really challenge Evil, and if they decided not to...well then they could still PvP with each other.

But again, I'd prefer one small change to how teams interact (coding them together, FFA on evil, whatever) than hard leveling caps, customized starting stats, creating items that don't currently exist, or what have you. We can tweak and change all these things but all the 30+ years of gaming has proven is that people will always find a way to work the system. If Evil is going to dominate teams99, it's going to dominate. Unless of course they align teams in a way that has nothing to do with race or deity, in which case none of this is even relevant.

Vexenu 09-06-2013 02:33 PM

If there was only a single change permitted to the vanilla rules, I agree that combining Neutral and Good would be the way to go (although Evil team FFA would be close). Three teams is ideal, but better two somewhat balanced teams that one powerful team, one moderate team and one pathetic team. It seems like the devs are a bit more ambitious with their desire to make a custom ruleset than that, though, which is why my proposed rules go a little further.

My biggest fear with griefing is simply that people will take it too far in an attempt to deliberately sabotage the launch of the server. And why should we allow that to happen? The population was large enough on Live to absorb those losses, but we don't have that luxury at this point. At the very least, regardless the ruleset they ultimately choose, I hope the devs will have something in place to prevent egregious newb griefing during the first few weeks of the server. Done correctly, a Teams PvP server could be a big success, and sustain 400+ players during primetime. If the ruleset and the server launch are not handled with care, however, it will turn out the same as Red and would be lucky to maintain 100 players.


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