Quote:
Originally Posted by wehrmacht
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Ok, lets do the math here. You're posting on a p1999 server board. The goal of p1999 was to emulate everquest in that era. So when P1999 is creating a PvP server, what the hell do you think holds more relevance? EQ Live or TZVZ?
hint: it's not TZVZ, it has no relevance at all to this server.
TZVZ was a complete failure and the same clowns keep posting constantly trying to recreate the exact same server.
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My aim, is to create an informational post ( read other thread ) on what rogean and the other devs may have to work with.
Rogean specifically asked in the other thread that he wanted people to test with the current code available, i tested what i could on the p99 code, and i tested what i could on vz/tz as a cross-reference.
The resists on vz/tz are very similar to the small testing i could do on p99, so yes the tests are completely relevant.
I'm pretty sure that it's a very small number of the community who actually enjoy pvp, that want an exact emulation of 1999 everquest.
Here are some gems, changed by the people you love so much, because you quoted how popular live was.
March 29, 2000
- Area Effect "Fear" spells will no longer work in PvP. This affects a
bard song, as well as the Cleric "Wave of Fear" spell.
May 31, 2001 2:00 am
Resist-debuffs will do 1.5 times their normal value for PvP
encounters. In other words, if the spell did -60MR in PvP before, it
does -90MR in PvP now. PvE (combat versus NPCs) remains unaffected.
June 27, 2001 3:00 am
When a player becomes invisible (or hides successfully) every other
player that had them targeted will lose their target. This is true for
all servers, but has the greatest implications on PvP servers. The use
of spells that allow you to see through invisibility will prevent you
from losing your target if that target hides or goes invisible.
July 24, 2002
** PvP **
- Fixed a bug on Tallon and Vallon Zek that made player characters in
non-human illusions immune to ranged attacks.
PVP Changes:
- In order to make PVP combat between spellcasters and melee types more
viable some changes to PVP spell effects have been made. All damage
spells cast in PVP combat will do less damage to the PC than the same
spell would do to an NPC. When a PC is under the effect of a root-type
spell there is a 20% chance that they will break free when a direct
damage spell is cast upon them.
*PvP-Teams Change*
Customers on the PvP-Teams servers have been plagued by a tactic known
as "Bind Rushing". Casters would bind themselves in a hostile area or
dungeon, and attack everyone of an opposing race in the area. Sooner or
later the caster would die. They would then respawn, memorize a few
spells, then jump back in to attack their wounded opponents.
As a first step in combating this practice and improving life for those
on the PvP-Servers, casters will now respawn with zero mana after being
killed by another player in a duel or open combat.
February 21, 2001 3:00 am
- Due to the recent improvements to "Harmtouch", it is doing much
more damage than it would before and unbalances PvP. As such it will
now do less damage in PvP (68% of PvE, down from 80%). In addition,
Shadowknights on the PvP servers were routinely killing themselves via
non-XP losing means and attacking other players with Harmtouch
immediately upon respawn. In order to address this situation, Harmtouch
is no longer automatically "recharged" by death on the PvP Servers.
Yea, lets classic it up, seems.... balanced.
Rolling an enchanter, illusion makes me immune to ranged, lets get this coded and on the road bros.