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  #51  
Old 09-04-2013, 03:26 PM
Vandy Vandy is offline
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There is no 100% Classic server p99 included in that. If you want a 100% Classic server pretty sure you will need to invent a time machine and travel back to 1999.
  #52  
Old 09-04-2013, 03:30 PM
Swish Swish is offline
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This is the thing... you push for a definition of people's idea of "classic" and you get all kinds of stupid.

Start saying that you'll remove item linking, reduce the spell book to 5 per page (instead of 8) and stuff like that... and they start backtracking in a lot of cases.

What I think a lot of people mean by "classic" is where P99 is at the moment, but with a Sullon Zek ruleset that isn't customized.

If you're talking about blue classic, nothing has been announced about a new blue server and you're just feeding a load of white noise if you think that ideas you mention now will apply when Nilbog puts out a new beta server in 2015/2016/20-whatever.
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  #53  
Old 09-04-2013, 03:45 PM
Weekapaug Weekapaug is offline
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Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
No point arguing with you. The ruleset I suggested simply corrects the problems with the vanilla SZ ruleset, and the devs have stated they have no interest in simply porting over any of the classic PvP rulesets. They are committed to making a Teams PvP server that can actually be successful at this point in time, and that requires at least a small bit of customization. If you don't think that's a good thing, that's your opinion, and you don't have to play there. Most people aren't so incredibly anal about sticking 100% to classic, however.

You seem to have a fetish for a totally classic experience, so nothing short of a time machine will ever satisfy you. Good luck with that.
You apparently missed my entire point.

First, it's not that SZ was classic per se. It's that it worked. SZ ruleset was largely a response to what had not worked on the earlier zeks. They tried narrow level limits earlier, for example. It got abused and people used it to grief. So on SZ they opened the whole range up and that, along with training, helped balance it out. No one is suggesting it was perfect, you still had griefing, and no matter what anyone tries there will still be griefing here, but actual history has shown that the more little tweaks and rules you put in, the more they get abused. This is not theory. This is what actually happened.

Second, it was wildly popular, even amongst people who had never played EQ PvP before. People played it. LOTS of people played it.

SZ did not suffer because of it's ruleset. I don't know where you get that from. SZ suffered from later expansion content that worked against the nature of that ruleset. The server was intended to have teams controlling areas of the map. They even had a status map on the main site showing who owned what at a particular time. It worked great at the time, and was a very fun part of playing there. This was, however, later undermined by the portals of luclin and the clicky books of pop.

Then there were external factors, like Luclin. SZ was released in the summer of '01 and Luclin got released a few months later. Lots of people went back to their blue servers because they had older blue mains to take into the new era. Simultaneously, like within a 1 or 2 week period, DAoC released, pretty much a PvP game that appealed to a lot of the same people that SZ did, so it took a hit from that, too. There was another much anticipated pvp game that came out around this time, but I forget the name and exactly when that was. But you see my point.

But the ruleset was completely sound. I played there for the first few months before heading off to DAoC, myself, and when I came back played my blue mains in Luclin, but while I was there it was fantastic. Somebody in another thread said they played there up to GoD and it was, largely, just fine. That was around the time EQ, in general, took a hit because GoD wasn't popular, and EQ2 and WoW released. There had never been an EQ before to last 14 years and people thought it was getting old, etc, at that point and a lot started moving on. That affected all servers.

Any problems SZ had were largely due to bad timing with later expansions and external factors. But the ruleset was, largely, sound.

My problem with going off to the races with customization is that's not EQ. That's EQ EMU's and you don't get all that many people who want to play them. P99 appeals to the broadest base of players because it is the closest thing to actual EQ we've seen yet.

Your mantra that this is some "classic fetish" on my part is ridiculous, but I guess you can keep repeating that along with everything else you keep repeating over and over and it will somehow become true. It's not. It's about SZ being the pvp server that worked and appealed to the most people. Exactly what we want with this new server.
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  #54  
Old 09-04-2013, 03:54 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Weekapaug [You must be logged in to view images. Log in or Register.]
You apparently missed my entire point.

First, it's not that SZ was classic per se. It's that it worked.
No it didn't work. People loved the ruleset in theory, but in practice the Evil team simply dominates because the setup of them game favors them ridiculously. Some people still got enjoyment out of the server because of the "no rules" aspect, but on the whole SZ was not a success. It COULD be a success if the teams were actually more balanced and it was a real 3-way war.
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  #55  
Old 09-04-2013, 04:15 PM
Weekapaug Weekapaug is offline
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In theory? I actually played there as did many others and it was wildly successful. The most popular zek before or since. You?

Evils have some advantages but even with them having average levels higher than us (I played neutral) we generally held our own, but that's why velious is needed to offset kunark. Goods and Neutrals have a place to go, despite the early advantage evils get with Kunark. My guild moved there at 25 and immediately started factioning, for example. The server took a lot of hits later in population that caused it to homogenize down. As I get into in my previous post, a lot of the problems that SZ had were due to timing and external factors that all of EQ suffered from. Had nothing to do with the ruleset.

You seem to have this notion that you can somehow legislate perfect balance and it will never happen, no matter what you force down everyone's throat. DAoC is an entire game based on 3 way Realm versus Realm combat and no matter what little bonuses and incentives they gave underdog realms in that game, every server always had one dominant realm, another that gave a good fight, and one clear underdog. And that will happen here, too. And it will still be fun as long as populations hold up.

And that's the thing. If you start changing this and that and going crazy with every little thing in an effort to force team balance that you will never get, you are going to turn people off to the idea of playing there. And that's the worst possible problem a server like this can have.
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Last edited by Weekapaug; 09-04-2013 at 04:18 PM..
  #56  
Old 09-04-2013, 04:33 PM
xexbis0 xexbis0 is offline
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I see nothing wrong with the way TZ/VZ went personally. Most people that are whining about TZ/VZ didn't actually play on TZ/VZ I'd wager.
  #57  
Old 09-04-2013, 04:49 PM
Vexenu Vexenu is offline
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Weekapaug, vanilla SZ just won't work at this point. At the very least, you'd have to address the prospect of dozens of hardcore Red players who would intentionally try to grief new players off the server during the first week. That is not conjecture. That is the stated intention of more than a handful of current Red players from their own mouths. They want to see the new server fail and would intentionally try to do so by abusing the shortcomings in any ruleset. With SZ rules, they'd simply poopsock past most players in levels, then camp newbie zones. It doesn't matter that they couldn't do this forever, only that they could for the first few weeks. If you allow them to do that, the server will die in its infancy because hundreds of potential new players will decide the server sucks and give up on it.

This is why I say that the choice is between a modified ruleset or no server, because while you technically could make a vanilla PvP teams server, it would quickly turn into the new Red (a wasteland).
  #58  
Old 09-04-2013, 05:13 PM
Hitpoint Hitpoint is offline
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Quote:
Originally Posted by Gaffin Deeppockets [You must be logged in to view images. Log in or Register.]
I agree with Nirgon here. This new server will be big at launch and just die like r99 did. Fix what you got before you go making new servers.
Agree.
  #59  
Old 09-04-2013, 07:02 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Weekapaug [You must be logged in to view images. Log in or Register.]
In theory? I actually played there as did many others and it was wildly successful. The most popular zek before or since. You?
If it was wildly successful it would have needed multiple servers to keep up with the demand of people who wanted that ruleset.

I played there as a Neut Druid and it underwhelmed me. The good team was mostly irrelevant and the evil team quickly locked down the most important game areas. Everything felt like an effort to just nuisance the evil team rather than a real back-and-forth war between opposing factions.

Quote:
Originally Posted by Weekapaug [You must be logged in to view images. Log in or Register.]
And that's the thing. If you start changing this and that and going crazy with every little thing in an effort to force team balance that you will never get, you are going to turn people off to the idea of playing there.
It's not "going crazy with every little thing", it's making the concept workable. Either way, the two things people care about most with regards to Classic Everquest are the game world itself and the adventure.

It's funny, you're the one who is actually going crazy about every little thing. You think Classic Everquest as it used to exist can't be improved upon, which is ignorant. Don't mix up bad changes to the game with positive changes. You can't just say "because other EQ Emu's mod their game so that it's far easier, this shows how any mods to the exact Classic EQ code never work".
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  #60  
Old 09-04-2013, 07:08 PM
Weekapaug Weekapaug is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
If it was wildly successful it would have needed multiple servers to keep up with the demand of people who wanted that ruleset.

I played there as a Neut Druid and it underwhelmed me. The good team was mostly irrelevant and the evil team quickly locked down the most important game areas. Everything felt like an effort to just nuisance the evil team rather than a real back-and-forth war between opposing factions.



It's not "going crazy with every little thing", it's making the concept workable. Either way, the two things people care about most with regards to Classic Everquest are the game world itself and the adventure.

It's funny, you're the one who is actually going crazy about every little thing. You think Classic Everquest as it used to exist can't be improved upon, which is ignorant. Don't mix up bad changes to the game with positive changes. You can't just say "because other EQ Emu's mod their game so that it's far easier, this shows how any mods to the exact Classic EQ code never work".
LOL
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