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Old 11-07-2018, 05:35 PM
loramin loramin is offline
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Quote:
Originally Posted by ELance [You must be logged in to view images. Log in or Register.]
The only rules for camping are in the play nice policy availble at
www.everquest.com
Yes, gms do kinda enforce them differently. The actual rule is the
first player to cast a spell that engages the critter or melee engages
the critter gets it and anyone else is ksing. Camping is not actually
supported in the pnp, but if called a gm will intervene and say "share."
First off, the play nice policy "availble" at www.everquest.com is 100% not relevant here. This server emulates classic, not live, EverQuest. If you want to compare apples to apples, you have to look at a classic GM guide, which in fact does explicitly support camping:

Quote:
8.3 Exploitation
Policy:
Exploitation is defined as abusing weaknesses in the game system to the advantage of one or more players
with the intention of profiting from them in some manner.
...
Things that are not Exploitation:
...
• Camping – sitting in one spot to await the spawn of a monster or item.
But again, even if you look at the classic GM rules, it's still not reasonable to expect such policies here when live had an entire team of paid GMs and Project 1999 does not.

Incidentally, the old staff rules did not prohibit kill stealing. On the contrary, "vulching" was explicitly listed (along with "Camping") as not being an exploitation:

Quote:
Things that are not Exploitation:
...
• Vulching – “stealing” kills from other players
For reference, here's a link to those old rules.
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Last edited by loramin; 11-07-2018 at 05:41 PM..
  #2  
Old 11-07-2018, 05:47 PM
ELance ELance is offline
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Join Date: Dec 2016
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
First off, the play nice policy "availble" at www.everquest.com is 100% not relevant here. This server emulates classic, not live, EverQuest. If you want to compare apples to apples, you have to look at a classic GM guide, which in fact does explicitly support camping:



But again, even if you look at the classic GM rules, it's still not reasonable to expect such policies here when live had an entire team of paid GMs and Project 1999 does not.

Incidentally, the old staff rules did not prohibit kill stealing. On the contrary, "vulching" was explicitly listed (along with "Camping") as not being an exploitation:



For reference, here's a link to those old rules.

You didn't read my post. You are quoting a quote of mine from a newsgroup in 2001.

EDIT: To be fair, it wasn't in italics. I would edit it now if I could.
Last edited by ELance; 11-07-2018 at 06:07 PM..
  #3  
Old 11-07-2018, 06:22 PM
ELance ELance is offline
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Quote:
Originally Posted by ELance [You must be logged in to view images. Log in or Register.]
You didn't read my post. You are quoting a quote of mine from a newsgroup in 2001.

EDIT: To be fair, it wasn't in italics. I would edit it now if I could.
An addendum to this post (can't edit it any more):

But what policies? All I said was the GMs encouraged players to share and gave warnings for killstealing. This could be accomplished by a post on the message board, "share", and occasional monitoring of players for killstealing when petitions were made You seem to be trying awfully hard to argue this one point. Two understandings about this that I have: 1) the only case of this I have seen on Project 1999 the GMs answered the petition in 10 or 15 minutes...not exactly short-staffed, but again it hardly matters, cause 2) my understanding in classic is players had to fend for themselves. A warning would only be issued for killstealing if a GM witnessed it, and in order for them to witness it they would likely have had to have been notified about it after one or more killstealings had already happened. I read a post on newsgroups about the AC camp in SRO...the consensus was that you had to fend for yourself, GMs wouldn't sit there for hours and hours, and you would have to compete with other players for damage. Why do you think it is bad to compete with other players for damage? On a private server I would expect it would be even more free-wheeling, and as I understand it in 1999 it was... first engagement was the law of the land; kill-stealing as later was acknowledged as grounds for a warning, but only if a GM saw it...and they likely wouldn't have seen anything but malicious and intentional killstealing, not the usual close-call and incidental kind.... My question is why you think and wish that the GMs should protect players from other players as it were. You don't like a virtual world, and wish to live in a controlled environment?
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