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View Poll Results: do you think the current VP rules are bullshit?
yes 327 68.99%
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  #631  
Old 08-10-2013, 01:33 AM
Tasslehofp99 Tasslehofp99 is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
I thought training was allowed on some servers!
Maybe on pvp servers, couldn't speak to that fact though.
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  #632  
Old 08-10-2013, 01:37 AM
quido quido is offline
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I thought it was anything goes on Fennin Ro
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  #633  
Old 08-10-2013, 01:42 AM
Faerie Faerie is offline
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Training was most certainly not allowed on Vallon Zek (PvP Teams).
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  #634  
Old 08-10-2013, 01:43 AM
Tasslehofp99 Tasslehofp99 is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
I thought it was anything goes on Fennin Ro
Well I didn't play there but I sincerely doubt it. Perhaps guilds had agreements amongst eachother to be scumbags and not involve the GMs. I doubt this because it makes very little sense that rules would ve enforced on the other 20+ live servers but not on Fennin. But so far I have not found one shred of evidence that training was ever allowed on any server, in any zone.


And trust me I've been looking hard since creating this thread.
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-Aftermath-
Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
Gigglepurr - 60 Shaman
Kids - 60 Rogue
Fornfamnad - 60 Cleric
  #635  
Old 08-10-2013, 01:48 AM
Tasslehofp99 Tasslehofp99 is offline
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Quote:
Originally Posted by Faerie [You must be logged in to view images. Log in or Register.]
Training was most certainly not allowed on Vallon Zek (PvP Teams).
To be honest I think it was not allowed on any server. I only mentioned the pvp servers because I never played on one during live so couldn't say.


There is basically no evidence that training was ever allowed or an acceptable stratedgy for one guild to use against another. In fact on live entire guilds were disbanded for intentional training.


Lets fix this major flaw in the p99 raiding scene bros, lets not let an oily minority group on the server decide how we should spend our time on p99. Why should one guild be allowed to Train another in any zone? There's no justification for it other than to grief your competition and waste peoples time.
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-Aftermath-
Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
Gigglepurr - 60 Shaman
Kids - 60 Rogue
Fornfamnad - 60 Cleric
  #636  
Old 08-10-2013, 02:07 AM
Zeelot Zeelot is offline
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Not sure about other servers, but Fennin Ro was always chaotic in the early days.

Just for example - Massive shroom trains were the standard thing every single trak race. Ntov was insanity, but luckily once a guild was wiped out they had trouble getting back. Even when we hit luclin, things were the same - races to Emp Ssra area involved guilds hitting each other with huge trains until 1 guild successfully managed to get to the emp room.

GMs sometimes stepped in made guilds /random 100 for a shot at a clean engage. That only usually happened when hours went by with no one able to engage due to constant trains. Sometimes petitions would get answered right away, but it was extremely rare. GMs usually just ignored the guilds that were training each other and let them have at it.

So basically, if you are requesting the raid rule set on p1999 be more classic. Training should be allowed in any zone and GMs should just selectively enforce against it when they feel it is out of hand. If training gets out of hand, GMs force all participating guilds to /random 100 for an attempt.

This would be classic.
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  #637  
Old 08-10-2013, 02:11 AM
Alorae Alorae is offline
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...implying that "classic" is defined by however it may or may not have been on Fennin Ro.

Was not like that at all on any of the servers I played on. The GMs did not allow that shit.
  #638  
Old 08-10-2013, 02:13 AM
Faerie Faerie is offline
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Quote:
Originally Posted by Tasslehofp99 [You must be logged in to view images. Log in or Register.]
To be honest I think it was not allowed on any server. I only mentioned the pvp servers because I never played on one during live so couldn't say.


There is basically no evidence that training was ever allowed or an acceptable stratedgy for one guild to use against another. In fact on live entire guilds were disbanded for intentional training.


Lets fix this major flaw in the p99 raiding scene bros, lets not let an oily minority group on the server decide how we should spend our time on p99. Why should one guild be allowed to Train another in any zone? There's no justification for it other than to grief your competition and waste peoples time.
It was allowed on Sullon Zek, and only Sullon Zek.

Quote:
The Sullon Zek Server (Deity based team PvP)

The Sullon Zek server is a new server with a new rule set. The rules for this server are very different than those on any other EverQuest server. In general the server is based on the concept of a PvP teams server, like Tallon and Vallon Zek, but with the teams chosen based on which god the character worships rather than the race of the character.

Sullon Zek rules:

1. Player v. Player (PvP) combat can occur between any characters that are not on the same team, regardless of level. A level 50 character can attack and kill a level 6 character if that character is not a member of his alliance. But rules 2 and 3 apply.

2. Characters will be immune to PvP combat until they have gained enough strength to survive the struggle. Characters below 6th level are not able to participate in PvP combat, unless they stray from city and newbie zones. As soon as a character 'dings' into 6th level he or she will become PvP enabled.

3. Characters will lose experience when killed in PvP combat if the character that killed them is within 5 levels. The amount of experience lost will be the same amount that is lost if that character is killed by an NPC. Your corpse can be resurrected by a cleric to partially restore lost experience.

4. Characters will only be able to loot coins from other characters, and then only if the victim was within 5 levels of the killer. Only the character getting the killing blow will be able to loot the corpse.

5. Players may only have one character at a time on this server. This means that you will have to delete the existing character in order to create a new one. Because we are introducing a new class and a new race with the release of Shadows of Luclin we plan to make allowances at that time for those that wish to explore these new characters.

6. Characters will not be able to group with anyone that is not on their Deity Team.

7. Characters will not be able to invite someone to join their guild that is not on their Deity Team.

8. Combat skills' effective value is capped at 2 levels above a players current level.

9. Resistance debuff spells have a 50% increased effectiveness against player characters.

10. /consider returns only three kinds of results when used against player characters. 'Green' means that the character is below your range. 'White' or 'black' means that the character is within your range. 'Red' means that they are above your range. 'In range' means +/- 5 levels.

11. /consider will also display a message indicating what team the target is on. Members of your own team will be displayed as an 'ally'.

12. Faction hits for PvP will be taken for killing characters within their racial home towns. Killing a human in any human starting city will cause a faction loss with the locals. Freeport, Qeynos and Surefall Glade are considered starting cities for humans. All of Greater Faydark and Felwithe are considered the starting city for all elves (high elves and wood elves), except dark elves. Paineel and Erudin are both starting cities for erudites, and killing one in either city (regardless of their place of origin) will result in a faction loss with that city. Other cities are not considered home towns, despite being run and controlled by a certain race. For example, HighHold is not a human home town. Thurgadin is not a dwarven home town.

13. Rules such as the Play Nice Policy do not apply to this server. Characters have the ability on this server to deal with their conflicts through combat. Causing experience loss by 'training' NPCs on other characters is not an offense that would warrant a warning this server. HOWEVER: All rules regarding general decency still apply. Cursing, threats and other such things will be dealt with sternly, and are still unacceptable behavior on any PvP server.

14. Beneficial effects can not be used on members of another team.

15. No character will be able to bind in dungeon zones.

16. 'Buff' spells will not affect characters more than 20 levels lower than the spell level. Existing spell restrictions on spells over 50th level will supercede this rule.

17. There will be 'insignia' dropped on the corpses of characters over 20th level that are killed by another character. We plan to allow those to be turned in for a reward of some sort. What that reward will be is undetermined at this time, but we are leaning towards a team reward rather than a personal reward.

18. Naked corpses will disappear when looted by a player character. If you are naked and killed by a player character, your corpse will disappear when it is looted.

The 'Teams':

The Good Alliance consists of: Erollisi Marr, Mithaniel Marr, Rodcet Nife, Quellious, Tunare
The Evil Alliance consists of: Bertoxxulous, Cazic Thule, Innoruuk, Rallos Zek
The Neutral Alliance consists of: Brell Serilis, Bristlebane, Karana, Prexus, Solusek Ro, The Tribunal, Veeshan.

There are no Agnostics on Sullon Zek. With the new influence of the gods, those that had not declared for one deity or another have been killed. Everyone now worships a deity, if not out of respect, love or fear of the god, then out of fear for their lives at the hands of fanatics.
Barbarian Shaman and Warriors can choose to worship Mithaniel Marr. Mithaniel Marr was unwilling to abandon all of the noble barbarians that served the good, and many declared themselves in favor of an alliance with Good.
Monks will be able to worship Veeshan. The Temple in Qeynos has discovered some ancient writings that opened up new avenues.
We will be including a method for the Good and Neutral teams to use Summon Corpse or something similar.
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  #639  
Old 08-10-2013, 02:14 AM
Zeelot Zeelot is offline
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I'm not implying that. Obviously every server is different. Everyone had a different EQ experience due to totally different server environments. We could debate all day long which would be the most 'classic' ruleset, but there was no standardized ruleset. Disputes were handled differently on every server.

Thus, the GMs here do it their way and I respect that. Personally I think the community should let them set the rules the way they want without complaints.
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  #640  
Old 08-10-2013, 02:14 AM
Tasslehofp99 Tasslehofp99 is offline
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Quote:
Originally Posted by Zeelot [You must be logged in to view images. Log in or Register.]
Not sure about other servers, but Fennin Ro was always chaotic in the early days.

Just for example - Massive shroom trains were the standard thing every single trak race. Ntov was insanity, but luckily once a guild was wiped out they had trouble getting back. Even when we hit luclin, things were the same - races to Emp Ssra area involved guilds hitting each other with huge trains until 1 guild successfully managed to get to the emp room.

GMs sometimes stepped in made guilds /random 100 for a shot at a clean engage. That only usually happened when hours went by with no one able to engage due to constant trains. Sometimes petitions would get answered right away, but it was extremely rare. GMs usually just ignored the guilds that were training each other and let them have at it.

So basically, if you are requesting the raid rule set on p1999 be more classic. Training should be allowed in any zone and GMs should just selectively enforce against it when they feel it is out of hand. If training gets out of hand, GMs force all participating guilds to /random 100 for an attempt.

This would be classic.
Or we could just not train eachother and waste eachothers time, and not base the.rules for a server which over 1000 ppl play on according to what happened on one server, by one persons account.
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-Aftermath-
Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
Gigglepurr - 60 Shaman
Kids - 60 Rogue
Fornfamnad - 60 Cleric
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