Project 1999

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-   -   Spice it up! (/forums/showthread.php?t=16823)

yaeger 09-08-2010 05:43 PM

Spice it up!
 
I love the classic experience. I love the sense of adventure, excitement, and nostalgia of having a classic server.

That being said, I think we need to spice it up. Move outside of the purist classic sense, and move towards a 'classic experience'. Attempt to recreate the classic feeling of discovery and adventure. Re-learn how your class works and learning other classes, not just being able to google something and read everything about your class for the next 60 levels.

A couple ideas to consider:

1 - Move the high-profile items to like-level monsters every couple of months or so. Let people search for the items by clearing through dungeons again, rediscovering the loot tables. For example: instead of the FBSS dropping from the frenzied ghoul in LGuk, move it to a similar mob in Kedge, then after a month or two move it to a random like-level mob in Hate or Fear.

Periodically change the high-profile item locations so it'll keep the farmers and everyone else occupied for a while, create that classic-like secrecy when you find a nice drop, and stop the perma-camping.

2 - Tweak various classes. Now there's a lot of different opinions out there, but I feel that you Developers have a good idea of the relative strength and weakness of each class, and their role to play.

For example, I think everyone can agree that rangers are weak in Classic. Give them a minor tweak, something unique to Rangers to make them more attractive to groups and make them worth their -40% exp penalty. A small adjustment goes a long way.

It doesn't have to be anything big, but it'll go a long way towards giving the game that "Classic Feel" that we all experienced back in the day.

Starklen 09-08-2010 05:44 PM

no

Ponden 09-08-2010 05:45 PM

What the hell?

Dantes 09-08-2010 05:46 PM

Somebody goin' git verbally raped.

yaeger 09-08-2010 05:53 PM

Quote:

Originally Posted by Starklen (Post 137356)
no

No? Why no? No changes? No new experiences? No new challenges?

We call this a classic server. But it's not.

The mobs, graphics, and items are for the most part. Kudos to the devs. However, it's predicable. The standard on the server to pick one of 5 classes, shoot up to 50, and twink out a main. All the item drops and locations are known. All raid strategies are known.

None of this is classic, yet we do nothing. Let me give you an example:

In classic, groups would enter LGuk and clear the zone. In the beginning there were no known camps, no one knew what named were there, what PHers, what loot they dropped. They discovered it.

In P1999, people would find the 'best' class after going over multiple old forums and comparing to their experience. They'd race to LGuk, bypass all the existing content, and go directly to the named PHer and set up camp, knowing exactly how often the mob will spawn and how frequently the loot will drop.

Do you see the glaring difference?

Tiggles 09-08-2010 05:58 PM

I'm a republican I hate change.

Qaedain 09-08-2010 07:23 PM

Quote:

Originally Posted by yaeger (Post 137367)
Do you see the glaring difference?

Yes, but there is no reason why this has to compromise the goal of recreating classic EverQuest, which your ideas do not harmonize with.

yaeger 09-08-2010 07:29 PM

Quote:

Originally Posted by Qaedain (Post 137422)
Yes, but there is no reason why this has to compromise the goal of recreating classic EverQuest, which your ideas do not harmonize with.

I don't understand why it all-of-a-sudden becomes non-classic if we shuffle the loot around some. It's still all there, it's still the same, it'll sell for the same.

It will create a challenge that was present during the Classic era that is NOT here in P1999.

Toony 09-08-2010 07:36 PM

pass

yaeger 09-08-2010 07:44 PM

Quote:

Originally Posted by Toony (Post 137444)
pass

Could you provide a little more feedback as to why you think any of the ideas are bad?

Posting one word statements doesn't help one way or the other.


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