Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 01-05-2017, 05:21 PM
Jimjam Jimjam is offline
Planar Protector


Join Date: Jul 2013
Posts: 12,866
Default

Fair enough.

I think we disagree on defiant too; I viewed it as an updated version of cloth/raw-hide/chain/bronze. People complained it made PoTime gear redundant, but I think the truth is it actually wasn't as good as ~10 year old raid gear at level 65.

Although I feel gearflation really started as soon as classic EQ was released, PoTime was powerful! I agree on that! It seemed ridiculous to me that you could bypass a decade of group content gear because you raided PoTime.
  #2  
Old 01-05-2017, 05:36 PM
maskedmelonpai maskedmelonpai is offline
Fire Giant

maskedmelonpai's Avatar

Join Date: Aug 2016
Location: Left hand of the Master
Posts: 695
Default

The only way to combat gear inflation is with lateral progression. The simplest way to do this is to implement new statistics related to a specific content release that is needed for that release and possibly future releases, but has no effect really on past releases. Essentially your character does t really become much more powerful relative to old content, but you are actually able to do the new content. Ideally, underused old world locations would be updated with content releases to include new drops with stats for new content. Keep you pushing that button since none of it actually matters anyway :3
  #3  
Old 01-05-2017, 06:02 PM
lurk lurk is offline
Kobold


Join Date: May 2014
Posts: 171
Default

Vt handed out 125/125 gear with a million resists to all and simple to max FT. Following PoP progression you dont really see such upgrades over velious until EP or damn near there. My guild on live skipped luclin while our closest comptetior farmed VT. I never regretted our decision, we competed and out progressed them by a little...they never made it to time. I quit banging my head against uqua and the guild folded not long after..

Luclin serves no purpose other than to make sure easy loot is handed to poop sockers
  #4  
Old 01-05-2017, 07:54 PM
pasi pasi is offline
Planar Protector

pasi's Avatar

Join Date: Apr 2011
Posts: 1,078
Default

Quote:
Originally Posted by lurk [You must be logged in to view images. Log in or Register.]
Vt handed out 125/125 gear with a million resists to all and simple to max FT. Following PoP progression you dont really see such upgrades over velious until EP or damn near there. My guild on live skipped luclin while our closest comptetior farmed VT. I never regretted our decision, we competed and out progressed them by a little...they never made it to time. I quit banging my head against uqua and the guild folded not long after..

Luclin serves no purpose other than to make sure easy loot is handed to poop sockers
There were 1 or 2 guilds where I'm from that skipped Luclin and went straight into PoP progression. I always thought it was dumb to do.

VT gear was comparable and often times better than Elemental Plane Gear due to AC/atk/focus/mods/etc vs the 10-20 HP difference. VT stuff generally had better focus effects than gear Pre-PoTime given the higher percentage and the fact that spells you used weren't always scaled down much.

The sheer number of items was the biggest difference though. Fire was a loot pinata, no doubt. However, it was also priority #1 on a reset for uber guilds (outside of blocking coirnav if a guild is 3/4). Although not to the samedegree of Fire, water was easy loot too. Other than those zones, PoP was pretty slow for gearing a guild.

PoE and PoA rings were so much effort for some shitty loot. Half of our guild would rather take the DKP hit than do air or earth rings. The pre-eplane stuff was even shittier effort vs reward. Shit like Saryrn and Bertox were several hours for 2-3 bad pieces. I like to think they kept it this way so people only wanted them for flags.

Anyhow, if you have tanks geared enough (or are willing to defer all loot to) it makes sense to rush straight to PoTime. My argument is that gearing through Ssra/VT is preferable to farming non-time PoP though.

Time of course, is a loot pinata, but that's only 1-2 days of the raid week.
__________________
  #5  
Old 01-05-2017, 08:14 PM
lurk lurk is offline
Kobold


Join Date: May 2014
Posts: 171
Default

We had no problems doing PoP in shit gear..though we were cockblocked on RZ and had to poopslck the triggers back in 2004? Even then we were often trained by the top guilds. We did RZ with 40-50. Impressively our VT comptetition did him with less than 40. And xegony with less than 30. Both our guilds always pulled kills with pretty low numbers, difference being low number coirnav and rathe aint happening, which put us ahead. The only advantage VT gives is more resists, EP gear is slightly suppior.

Honestly though mobs like bertox, mith marr even rydda dar were huge pains to do in shit gear. We still managed.

Fire was a shitshow between us. We often had 'fte' disputes. With our rivals going as far as BDAing our tank on reparm or highsunning arch magus. Good times though, id never give up those memories for an instance
Last edited by lurk; 01-05-2017 at 08:21 PM..
  #6  
Old 01-05-2017, 06:15 PM
Jimjam Jimjam is offline
Planar Protector


Join Date: Jul 2013
Posts: 12,866
Default

Quote:
Originally Posted by maskedmelonpai [You must be logged in to view images. Log in or Register.]
The only way to combat gear inflation is with lateral progression. The simplest way to do this is to implement new statistics related to a specific content release that is needed for that release and possibly future releases, but has no effect really on past releases. Essentially your character does t really become much more powerful relative to old content, but you are actually able to do the new content. Ideally, underused old world locations would be updated with content releases to include new drops with stats for new content. Keep you pushing that button since none of it actually matters anyway :3
Well, you could have different expansions favour different stats (both in terms of what is needed to fight and what is given by equipment). Have a 'cold' expansion where cold resists and fire damage are favoured, a 'hot' expansion that favours cold damage.

Have an expansion where mobs have high AC so damage bonus/second is favoured, another with damage shields so powerful slow weapons are favoured.

Have another expansion where mobs proc huge -agi modifiers so tanks have to gear for agility to avoid the penalty.

Make items in the expansion mitigate the abilities of mobs in the expansion and you won't have to even add new stats for a while.
  #7  
Old 01-05-2017, 09:29 PM
fadetree fadetree is offline
Planar Protector


Join Date: Mar 2012
Posts: 1,958
Default

Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Well, you could have different expansions favour different stats (both in terms of what is needed to fight and what is given by equipment). Have a 'cold' expansion where cold resists and fire damage are favoured, a 'hot' expansion that favours cold damage.

Have an expansion where mobs have high AC so damage bonus/second is favoured, another with damage shields so powerful slow weapons are favoured.

Have another expansion where mobs proc huge -agi modifiers so tanks have to gear for agility to avoid the penalty.

Make items in the expansion mitigate the abilities of mobs in the expansion and you won't have to even add new stats for a while.
They did try some of that, I think, but didn't make it count enough to really be noticeable.
__________________
The Ancient Ranger
Awake again.
  #8  
Old 01-05-2017, 09:47 PM
maskedmelonpai maskedmelonpai is offline
Fire Giant

maskedmelonpai's Avatar

Join Date: Aug 2016
Location: Left hand of the Master
Posts: 695
Default

Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Well, you could have different expansions favour different stats (both in terms of what is needed to fight and what is given by equipment). Have a 'cold' expansion where cold resists and fire damage are favoured, a 'hot' expansion that favours cold damage.

Have an expansion where mobs have high AC so damage bonus/second is favoured, another with damage shields so powerful slow weapons are favoured.

Have another expansion where mobs proc huge -agi modifiers so tanks have to gear for agility to avoid the penalty.

Make items in the expansion mitigate the abilities of mobs in the expansion and you won't have to even add new stats for a while.
Yeppers ^^ the challenge though is that you wouldn't be able to introduce new gear with more stats without introducing inflation, so there wouldn't be much sense of progress/advancement. It may seem silly, but with new stats, your character can suddenly do more things (use this new set of armor to defeat zones a, b AND c!). Wihout them, your just switching the same gear around that youve always had, because if you increase the net available stats, you begin trivializing the base game. All depends on how important that is ^^ In the absence of new stats, you could rely more heavily on a cosmetic component, which players may appreciate though ^^
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 10:44 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.