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Old 12-19-2016, 03:00 PM
Lakeland Lakeland is offline
Scrawny Gnoll


Join Date: Dec 2016
Posts: 29
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
I don't think you read the post very carefully (you don't seem to be alone in that regard, although to be fair it was a huge wall of text despite my best efforts to format it for maximum readability).

1) Only DROPPABLE gear would be at risk from being destroyed by raid mobs. The best gear is all NO DROP. Past a certain level of gearing you'd mostly only risk losing some resist jewelry/gear. Or you could put no gear at risk by wearing only NO DROP gear and otherwise empty slots, accepting reduced stats and thus increasing the difficulty of the encounter. The entire purpose is balancing risk, reward and difficulty.

2) Mobs faster than SoW and outdoor XP penalties: discourages easy outdoor leveling and forces people into dungeons. If you can't hack dungeon leveling then you won't advance. That's the entire point of raising the difficulty level.

3) The idea is the Traveling merchant would be *extremely* rare and totally random. Most players would never encounter him. You could not camp him. You would just hope to get lucky one day. The idea that half the server would have access to him is wrong. I'm talking about a rarity level where he might only spawn a few times per real life year for a few minutes at a time, in one of two dozen or so zones.

4) Guilds might zerg more, or they might not. Does it really matter? It's not a raid-focused server proposal. The point is to increase the difficulty and risk of all aspects of the the game, including raiding. It's SUPPOSED to be harder and more punishing, so players would adapt their approach and play more carefully. Working as intended.
I read it, every long winded word, but tell me what out of these things you listed are "classic eq"? Traveling merchant is simply something you want, not one thing about it says "classic eq" and honestly you want everything else "harder" but you want some merchant randomly wandering around to make things easier? Very odd.

Why penalize players who want to be outside? So if I can't find a group I get 75% experience loss killing stuff? Why? What makes this "classic eq"?

Gear getting destroyed by raid mobs? When was this in the "spirit" of "classic eq"? No, see we read it, we just realize you have a theory of what you want in a game and want it added to an existing game. You don't want "classic" you want your version and again by all means that's cool but don't act like it's anything close to "class eq" because it just is not.
 


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