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  #31  
Old 03-28-2016, 10:15 PM
Daldaen Daldaen is offline
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Also... If Zlexak or Hraashna or Ventani ever spawned in an outdoor zone where you couldn't dodge the AE they would be unkillable.

We have a lot of AE effects which have an incorrect -150 resist check on their AE making a 255 resist individual still eat the AE 70%+ of the time. Most of these AEs are also multi-component AEs. Like the Zlexak/Hoshkar one which is a 1250 DD + Slow or the Nexona/Hraashna one which is 500 DD + 500/tick + Snare. These DD + Debuff AEs are all or nothing, they cannot be partial resisted.

Fix the general Spell DB issue with non-classic resist checks and revamp resist code to be more scaled to the recent 255 resist cap we have, then maybe this becomes less of an issue.
  #32  
Old 03-29-2016, 03:07 AM
beyondinfin beyondinfin is offline
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Quote:
Originally Posted by trite [You must be logged in to view images. Log in or Register.]
Nothing is broken, project 1999 is more popular than ever IMO...

This game is basically 4 games:

1) the grind from 1-50
2) the grind from 50-60
3) Non-contested raid content and getting your resist gear + clickies
4) Contested Raid Content with BiS rewards <---- where the neck beards live

After you've reached level 3 report to the nearest mirror, the abscesnce of neck hair indicates that you've beaten Everquest, congratulations go live life....

Now...I don't want you to panic, but if you saw hair, welcome to the project 1999 raid scene! It's gonna be fun and unless you're some guru of self-discipline, your friends and family are going to start worrying about you....

ROFL post of the year, nailed it!
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  #33  
Old 03-29-2016, 04:21 AM
Swish Swish is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Like removing bind points, like removing non-classic flurry drakes, like banning CotH FTEs, like instituting a class system again, like sim repopping with way higher frequency (3-5 times a month, like releasing Luclin or PoP, like linking spawns (IF Zlexak spawns THEN Cekenar and Sevalak spawn), like dropping variance down to an hour so that after repops all windows are overlapping and most spawns happen on top of each other, etc, etc
Sounds like more work for the staff, more rules in place, not classic solutions to not classic problems, and overall more entitlement from the player base.
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  #34  
Old 03-29-2016, 05:30 AM
T7g T7g is offline
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Quote:
Originally Posted by Thugnuts [You must be logged in to view images. Log in or Register.]
OK.. so as it stands right now, we have a bunch of raid targets who spawn in specific zones, usually in precise locations, in precise windows, plus some hours of variation. The end result is that you're tracking, coth ducking, training, lawyering, flame warring, inducing Sirken's headaches, and generally doing a lot of silly things to yourselves and each other.

But you're not really tracking at all, are you? You're sitting around like lab rats, waiting to push the little lever in your cage that either rewards you with tasty food pellets, or administers an electric shock that knocks you flat on your ass. It's no fun getting shocked, but you keep pushing that lever because that's the overwhelming power of elf-sim pixel addiction.

My solution to that is elegant, yet simple: we take the highest profile mobs in the game and randomize their spawn location to include anywhere in Norrath.

It's time for Cazic to spawn, you've got your pixel brigade all ready to go... but where is he???

OOPS, he's not in Fear because he spawned randomly in... North Karana.

Or Butcherblock Mountains.

Or Great Divide.

How about Hoshkar? Oh shit, he's in Emerald Jungle!

Innoruuk has fled the Plane of Hate, last spotted roaming the Lesser Faydark.

BREAKING NEWS: Phara Dar invasion of Steamfont. Newbie Gnomes mount brave resistance.

This would be straight up fun as hell, never knowing where some end game mob is going to spawn. The only limitation would be size and scale. You can't have dragons spawning in Runnyeye, for example, but there's enough Norrath to provide workable random spawn locations for all of the cool stuff.

End result of this?

1. Guilds have to literally track, and have incentive to interface with the community instead of clocking in and out of their 16 hour variance coth-ducking shifts in some isolated end game zone.

2. Norrath becomes a less static game world.

3. More adventure and excitement is breathed into the game. You never know what you're going to see, or where, or when.

4. The end game becomes a dynamic, evolving experience.

5. Better/more competition. You've just received word that Lodizal has been spotted on a shoreline in Erud's Crossing. Which guild can get there first for the FTE??

6. Not classic. Harder to get pixels since you can't permafarm something because you know every precise detail of what is going to happen, when, where, and how.

7. FUN.
Won't work because not all models are global, /thread. (Models are loaded based upon where you zoned in to.)
  #35  
Old 03-29-2016, 06:13 AM
azeth azeth is offline
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Reduce the variance from +/- 8 to +/- 2 and root the vp/velious raid mobs
  #36  
Old 03-29-2016, 07:24 AM
Sadre Spinegnawer Sadre Spinegnawer is offline
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leash all dargons and have fd no longer work on dargons.
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  #37  
Old 03-29-2016, 07:43 AM
Sodors Finest Poster Sodors Finest Poster is offline
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Blue server is far too top heavy. Too many elfs, chasing too many pixels and not enough dragons to go around.

My solution is simple. It occurred to me while riding Gordons express train to my office in Knapford. Take the database of characters who are level 60 - and delete them.

This solution should go a long way in reducing the number of raiders and give the top-end raiding scene some breathing room.
  #38  
Old 03-29-2016, 08:52 AM
Spyder73 Spyder73 is offline
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Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
Reduce the variance from +/- 8 to +/- 2 and root the vp/velious raid mobs
This is great if things would stay how they are, but they wouldn't....You would have 600-700 people in nToV crashing and desyncing the zone. Variance is the only thing keeping the bad guilds (BDA) out of the picture in nToV.

Rooting the mobs is not a bad idea, but if you think this would solve anything and there wouldn't be a work around within 1 spawn cycle you're naive.

We should all be happy there are multiple guild options instead of just 1 for top end content, and there are probably 10 guild options if you are not interested in nToV. And if you are into self inflicted genitalia mutilation, BDA is always an option - Tell em Uncle Tek sent ya.
  #39  
Old 03-29-2016, 08:56 AM
Sodors Finest Poster Sodors Finest Poster is offline
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BDA stole my ice cream cone - true story.
  #40  
Old 03-29-2016, 12:17 PM
Bummey Bummey is offline
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One weird trick to fix the end game raid scene!

Poopsockers hate this!!
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