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  #11  
Old 08-31-2013, 12:13 PM
runlvlzero runlvlzero is offline
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Originally Posted by runlvlzero [You must be logged in to view images. Log in or Register.]
A lot about progression. But to the best players having the most fun....

Its persona. Which is immortal. No matter what game, where. Maybe it changes a bit as the scenery changes and different options become available or not. But it is a universal cycle that extends well beyond the existence of R99 in both directions. And of which R99 is intricately enmeshed. As the creators of the game and even Rogeans persona has shaped what we have today. Good, bad, indifferent.
I'm particularly proud of this one. So I'm going to replicate it in both threads for your pleasure.
  #12  
Old 08-31-2013, 12:49 PM
big league chew big league chew is offline
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Originally Posted by p-niner [You must be logged in to view images. Log in or Register.]
im still playing because ive accepted i have a problem
  #13  
Old 08-31-2013, 12:54 PM
Malevz Malevz is offline
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Join Date: Dec 2011
Location: Vancouver BC
Posts: 1,325
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Nothing say's "this is the server you want to play on" like "we've deleted your characters"
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Valtiel
  #14  
Old 08-31-2013, 12:55 PM
Old_PVP Old_PVP is offline
Sarnak

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Join Date: Oct 2012
Location: Insanity's Edge
Posts: 463
Default Future of Red99

Everything good has already been suggested somewhere else throughout this forum's history. In short, make the server closer to either a Rallos Zek or Sullon Zek type ruleset, with everything that entails.


EXP LOSS/TEAMS

If there is exp loss with pvp, then add teams. People are here for the pvp, not to grind back boring PvE exp. Exp loss in pvp is a big turn off early on, and it causes new people to quit more often than not. Teams provide a little extra security at the low levels with zone control and allies to group with, and keeps new people here just long enough that they get invested in their character. Sullon had exp loss with exp bonus in PvE, but teams are also required for this model to work I think.

ITEM LOOT

Whether it is a FFA or team based server, I think item loot is a great mechanic in order to keep people in line. I know this is an unpopular idea to many people, but there are a ton of benefits to item loot, that believe it or not are all healthy to a pvp server.

1.) It allows the underdogs of the server the potential to make a difference and affect the top guilds.
2.) It adds an extra edge of excitement and thrill to the game that you would not get otherwise.
3.) There is no pvp adrenaline rush that compares to possibly losing some of your gear.
4.) It cuts back on overpowered twinks.
5.) It allows undergeared, lower level players to band together and employ guerrilla warfare tactics to devastating effect, and actually cause serious consequences and monetary loss to otherwise untouchable people.
6.) Keeps the economy in check, no longer will droppables, rare or common, be ridiculously overpriced.
7.) Bragging rights, and we all know half the fun of pvp is the trash talk, both before and after.


Developers/GMs read this and take notes: Item loot is without a doubt, the most hardcore PVP mechanic that can be introduced on a server, and has been proven to survive and thrive in PVP communities. (Disregarding stupidly hardcore rulesets such as Discord, that just went full retard, and didn't last very long.)

I see some people saying that "item loot would be the death of the server/population". When there is no evidence that would suggest this. Sullon Zek had the lowest population on live, and they had EXP LOSS in pvp, without item loot. Rallos Zek started it all with being the first pvp server in EQ, and they were a thriving server full of guild wars all throughout it's history. And before someone starts flaming, I know SZ, TZ/VZ all had some badass PVP as well, I participated heavily in SZ particularly. (They were also team based, and thats an entirely different issue) My point is that item loot enriched, not destroyed, the pvp experience. There is actually more evidence to suggest this than there is otherwise.

Just take a look at Ultima Online, arguably one of the best pvp games of all time. Now take a trip down memory lane to some of your old pvp fights on Rallos Zek. (if you are oldschool enough) What made the pvp so memorable and exciting, and sometimes terrifying in both of these games? ITEM LOOT

The potential to lose your gear, completely changes the atmosphere of the game world. It's a sobering concept that changes attitudes, and ultimately is essential in creating the pk/anti-pk environment that we all love.

You all want to relive classic EQ? Well start with making memories, as gay as that sounds. Some of my most unforgettable gaming moments were focused around item loot and guild wars, political turmoil, and backstabbing. Item loot creates the best stories, and great pvp stories attracts new blood to the server. People will hear a story and think about how they want to get in on the fun.

No where else will you be able to loot a Fungi Tunic off anything besides the Myconid Spore King.

No where else will someone get blacklisted and shunned by the community for opportunistic pking a member of their own group to steal a FBSS.

No where else will you see players hastily bagging their gear, hoping not to be blinded before they die.

No where else will you be able to band together with others to take down an overpowered, overtwinked character, and truly make them pay.

No where else will you have an economy that doesn't get too big and out of control and over inflated.

No where else will the pk/anti-pk dynamic exist, other than an item loot server.

No where else do reputations matter more.

No where else will the underdogs stand a chance.

Item loot is absolutely essential to FFA pvp, and will save this server, one shiny loot at a time.

Sorry for the book. Wipe the server clean, start fresh, and start with item loot or teams, or better yet...BOTH. Most of us that are posting suggestions want to see this server succeed, because it is potentially one of the best options for free MMO pvp out there. Some may not have any "red99 history" but we do have years and years of PVP history from all walks of MMORPGs. This isn't our first rodeo, and this isn't 1999. Most of us aren't noobs anymore. We know what works and what makes PVP great, and item loot works and TEAMS definitely work...even in EverQuest.

Get with the program and turn red99 into something worthy of remembrance.

Just the 2 coppers of an old pvper.
  #15  
Old 08-31-2013, 01:00 PM
nabsev nabsev is offline
Kobold


Join Date: Jan 2012
Posts: 165
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Remove silly shit like Trak tooth and make soulfire paladin usable only.
Fix resists to be more in line with classic or just plain classic.
Remove xp bonus and replace with group xp bonus.
Thriving.
  #16  
Old 08-31-2013, 01:05 PM
Syft Syft is offline
Banned


Join Date: May 2012
Posts: 382
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Quote:
Originally Posted by Old_PVP [You must be logged in to view images. Log in or Register.]
Everything good has already been suggested somewhere else throughout this forum's history. In short, make the server closer to either a Rallos Zek or Sullon Zek type ruleset, with everything that entails.


EXP LOSS/TEAMS

If there is exp loss with pvp, then add teams. People are here for the pvp, not to grind back boring PvE exp. Exp loss in pvp is a big turn off early on, and it causes new people to quit more often than not. Teams provide a little extra security at the low levels with zone control and allies to group with, and keeps new people here just long enough that they get invested in their character. Sullon had exp loss with exp bonus in PvE, but teams are also required for this model to work I think.

ITEM LOOT

Whether it is a FFA or team based server, I think item loot is a great mechanic in order to keep people in line. I know this is an unpopular idea to many people, but there are a ton of benefits to item loot, that believe it or not are all healthy to a pvp server.

1.) It allows the underdogs of the server the potential to make a difference and affect the top guilds.
2.) It adds an extra edge of excitement and thrill to the game that you would not get otherwise.
3.) There is no pvp adrenaline rush that compares to possibly losing some of your gear.
4.) It cuts back on overpowered twinks.
5.) It allows undergeared, lower level players to band together and employ guerrilla warfare tactics to devastating effect, and actually cause serious consequences and monetary loss to otherwise untouchable people.
6.) Keeps the economy in check, no longer will droppables, rare or common, be ridiculously overpriced.
7.) Bragging rights, and we all know half the fun of pvp is the trash talk, both before and after.


Developers/GMs read this and take notes: Item loot is without a doubt, the most hardcore PVP mechanic that can be introduced on a server, and has been proven to survive and thrive in PVP communities. (Disregarding stupidly hardcore rulesets such as Discord, that just went full retard, and didn't last very long.)

I see some people saying that "item loot would be the death of the server/population". When there is no evidence that would suggest this. Sullon Zek had the lowest population on live, and they had EXP LOSS in pvp, without item loot. Rallos Zek started it all with being the first pvp server in EQ, and they were a thriving server full of guild wars all throughout it's history. And before someone starts flaming, I know SZ, TZ/VZ all had some badass PVP as well, I participated heavily in SZ particularly. (They were also team based, and thats an entirely different issue) My point is that item loot enriched, not destroyed, the pvp experience. There is actually more evidence to suggest this than there is otherwise.

Just take a look at Ultima Online, arguably one of the best pvp games of all time. Now take a trip down memory lane to some of your old pvp fights on Rallos Zek. (if you are oldschool enough) What made the pvp so memorable and exciting, and sometimes terrifying in both of these games? ITEM LOOT

The potential to lose your gear, completely changes the atmosphere of the game world. It's a sobering concept that changes attitudes, and ultimately is essential in creating the pk/anti-pk environment that we all love.

You all want to relive classic EQ? Well start with making memories, as gay as that sounds. Some of my most unforgettable gaming moments were focused around item loot and guild wars, political turmoil, and backstabbing. Item loot creates the best stories, and great pvp stories attracts new blood to the server. People will hear a story and think about how they want to get in on the fun.

No where else will you be able to loot a Fungi Tunic off anything besides the Myconid Spore King.

No where else will someone get blacklisted and shunned by the community for opportunistic pking a member of their own group to steal a FBSS.

No where else will you see players hastily bagging their gear, hoping not to be blinded before they die.

No where else will you be able to band together with others to take down an overpowered, overtwinked character, and truly make them pay.

No where else will you have an economy that doesn't get too big and out of control and over inflated.

No where else will the pk/anti-pk dynamic exist, other than an item loot server.

No where else do reputations matter more.

No where else will the underdogs stand a chance.

Item loot is absolutely essential to FFA pvp, and will save this server, one shiny loot at a time.

Sorry for the book. Wipe the server clean, start fresh, and start with item loot or teams, or better yet...BOTH. Most of us that are posting suggestions want to see this server succeed, because it is potentially one of the best options for free MMO pvp out there. Some may not have any "red99 history" but we do have years and years of PVP history from all walks of MMORPGs. This isn't our first rodeo, and this isn't 1999. Most of us aren't noobs anymore. We know what works and what makes PVP great, and item loot works and TEAMS definitely work...even in EverQuest.

Get with the program and turn red99 into something worthy of remembrance.

Just the 2 coppers of an old pvper.
I love item loot but it wont work here for two reason's

Gate Pot's and Trak Tooth

95% of the Nihilum I see each day Gate pot when low why do you think Tune has one death he's that good pls!

I've been trak toothed about 4 times in the past 2 week's by lvl 60's when I was only 52.

If you enable item loot they will use these items to avoid every pvp death and pick anyone else with gear clean, do not underestimate their lvl of douchebaggery.

Sullon Zek two teams will work but only if you have cap's on teams that increase as server pop increases you make teams unlimited and the scared sheep will all roll with any team Nihilum does.

These are Facts anything else is wishful thinking.
  #17  
Old 08-31-2013, 01:07 PM
big league chew big league chew is offline
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Join Date: May 2013
Location: prais, ct
Posts: 522
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guess whos not playin teams
<- this guy
  #18  
Old 08-31-2013, 01:09 PM
Stasis01 Stasis01 is offline
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Join Date: Oct 2012
Posts: 4,402
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We'll add that to the list of positives.
  #19  
Old 08-31-2013, 01:23 PM
Rec Rec is offline
Fire Giant


Join Date: Aug 2013
Posts: 633
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I predict everyone that says they wouldn't play teams would still be there. They simply would not be able to resist the amazingness
  #20  
Old 08-31-2013, 01:33 PM
Stasis01 Stasis01 is offline
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Join Date: Oct 2012
Posts: 4,402
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Quote:
Originally Posted by Malevz [You must be logged in to view images. Log in or Register.]
Nothing say's "this is the server you want to play on" like "we've deleted your characters"
Nothing says this is the server you want to play, like 63 people /who all count 12:30 pm saturday.
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