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#1
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Best option is leave items in game (no legacy) . Make them all droppable and lootable in pvp. Make everyone pvp.
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#2
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Leave list in, up the drop rates, address certain issues like with the bead drops spanning the whole zone. It's a good system that just needs some fixes, not be scrapped entirely.
If you show up at the right era in history, invest some time, you deserve a shot at the item imo. | ||
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#3
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Classic play nice policy (which did not exist until a year into the game's lifespan) dictated that everyone had to take turns, aka everyone "listed" gets to fight the NPC once when its their turn on the list. After killing the NPC or dying you drop to the bottom of the list, and leaving the zone for more than a few minutes (for a reason aside from dying) removes you from the list entirely.
That is preferable to what p99 implemented, but still dumb. Anything aside from a free-for-all goes against the nature of Everquest and how it's supposed to be an immersive fantasy world. You're not playing an MMORPG anymore if you have forced lists. Anything of that nature should be community-created. Players who don't want certain parts of the community angry at them can choose not to compete, while those who do wish to compete are allowed, at the risk of being blacklisted by certain other players. Camps should not be so static to begin with. The designers said they never intended and did not like people sitting in front of a single NPC all day long. If they had the time to re-code the game to be more dynamic, they would have. NPC's should spawn in different places and in different amounts. Loot tables should fluctuate. Quote:
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Traditionally it's just DPS deciding loot rights, but that can be modified to also include aggro generated into the equation. Let the Clerics cast stuns during high priority fights to contribute, Taunt adds something, debuffs add something, melee can pop a discipline, etc.
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#4
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But if anyone is curious about the earlier part of Zura's post, you can find it on the wiki: https://wiki.project1999.com/Kunark_...awn_Complaints (there's also a separate "Velious Era" version). Quote:
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | ||||
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#5
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#6
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p99 would be far more enjoyable and not lose any popularity if the game was ran with the 1999 mindset.
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#7
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Our 100% volunteer staff is the reason our PnP our different from the classic ones, and why we have things like /list instead of a human being sitting down with the two players contesting the spawn and making them work out a compromise.
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
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#8
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The 1999 era of the game doesn't need any GM intervention at all, aside from stepping in if someone is actively griefing (following a player around wherever they go and killing anything they try to fight). We can also include training into that for p99, even though training was allowed in 1999. If this server was actually classic-minded there would be far LESS work for the GM's. GM's could instead focus on what they're supposed to be doing - creating dynamic events in the game world. This can include going around the game world daily and spawning extra NPCs to surprise groups and keep them on their toes. (IMO dynamic NPC spawning should ideally be built into Green anyway - give this server updates to improve game quality, while keeping Blue server as the "museum" coding). If that much better and classic ruleset is not what's going to be used, then at the very least p99 should be using the classic play nice policy. The "list" system already could have incorporated taking turns, exactly as described, and for camps that aren't specifically "listed" the players should be aware to work out rotations on their own. If players do not create a rotation on their own for other camps, and know it's punishable, then it's no different than the workload GM's have to do right now anyway to investigate and punish "kill stealing". Quote:
Rubicite BP should perma drop though, no harm in giving melee a more obtainable small regen boost. HP regen rate in the game is abysmal.
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#9
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Lists are not "guaranteed loot" at all; for example I was willing to do the guise and rubi BP lists. I wasn't willing to do the manastone list because I knew what it would take, so I didn't get a manastone. And that's fine. | |||
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