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Old 09-30-2015, 10:14 AM
Tradesonred Tradesonred is offline
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Join Date: Mar 2012
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Quote:
Originally Posted by cronik [You must be logged in to view images. Log in or Register.]
This place has too many bottom feeders who have their own definition of winning (xtreme griefing). I think the very rare possible abuses of immunity would pale in comparison to the starter areas/spawns being on lockdown an hour into the server if there's none. I'd rather a few peeps benefit from a mule bank since that affects almost nobody, in comparison to spawn-camping and griefing starting zones, which affects 90% of the population and WILL occur for the first week by people who have no interest besides playing the server start and griefing noobs in as assholish a manner as possible.

If there was no immunity I'd live with it and enjoy the server, but it'd be a HUGE deterrent to re-rolling much since there wouldn't be much point after the first few hours, at which point Jabober, Zoner, and Goner will rule the noob lands.
Theres no way to stress this enough, it will happen, staff should understand this by now. Im not sure about the immunity thing, but people trying to lock down the noob zones either strategically or for lulz is a certainty. Were talking about a community that sits on a corpse for 20hours+ here right. I would think alot of people wouldnt be back for round2 of server wipe if first time around was that bad of an experience.

Quote:
Originally Posted by cronik [You must be logged in to view images. Log in or Register.]
If xp is 500%, I'll seriously consider rerolling after the first painful death (5+ hrs surviving). If it's 2-300%, I won't even consider it... it'll be a one-shot deal and after the first "real" death I'll be done. I imagine this will be true of many.

On corpse rotting: lvl based, imo. if corpse is like 40+, I'd say turn off corpse rotting entirely. Someone could die either in a dungeon or to guards in some obscure location and someone else can stumble on the corpse 2 weeks later and it'd still be relevant. it's not like lvl 40s can generate a lot of corpses...

on lvl 1 immunity, it's a tough call. griefing will suck on either side of the coin. Maybe a timer on pre-lvl6 immunity, like 30m? It'd help prevent muling and crafting nonsense, amongst other things.

All sensible stuff. I also think the pace of the game should feel similar to path of exile hardcore, people will die alot (in general those will be the new blood youd want kept around), it needs to be fun to play. That was the mistake of putting in the xp loss in pvp mechanic, its not fun to play. Itll depopulate the server. Of course fun means different things for different people, but you can either make it niche and griefy to please a small population of Chewie-like players, or make the appeal alot wider by easing down on the grief potential. Id say you should be able to reach 60 in a day (24 hours) or two or three. Or else the dominant crew will just get there before anyone else and dominate for 2 months. I dont have infused science, thats what i think right now, maybe theres something i didnt see, take it apart. Thats what i like this time around is we get to weight the pros and cons of server mechanics.
Last edited by Tradesonred; 09-30-2015 at 10:44 AM..
 


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