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  #41  
Old 11-19-2013, 06:47 PM
Tradesonred Tradesonred is offline
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Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
I am definitely open to ratcheting down needed resist values when opening T99, especially since we will have a beta period. (And item loot needs classic resists.)

I try to tread with a bit of a lighter touch with R99, since the server's been out so long and any changes don't go through a beta period. Perhaps that's a bit misguided, but that's what I aim for. So when Nizzar says +40% resist rate across the board, I am inclined to agree, but that's not what I am going to slap onto R99 next patch.

PS - My vote for T99 is hard-coded SZ teams, +/- 4 levels, RZ style item loot, FV style no-drops, more classic resists (most spells partial heavily around 110, resist outright at 150ish - at least through Kunark.). Easy to understand, easy to code.

That horse is already a camel, so who knows what sort of beast we will end up with when everyones had their input.
With no xp loss, sounds good but you guys better think of something to try to counteract the vortex of zerg im talking about. The bigger the zerg gets, the more player it attracts and it just spirals down. And its hardcoded unlike FFA where players can be shuffled around if theres tension within one big guild.

One thing i like about this fresh start is if you dont put xp loss in, it means those zergs are less intimidating. It means theyll have to actually put in pvp work to get geared up, and it will make for some fun camp control fights so thats something.
  #42  
Old 11-19-2013, 07:09 PM
MrSparkle001 MrSparkle001 is offline
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Can someone explain what FV style no drops are? I'm not at all familiar with that.
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  #43  
Old 11-19-2013, 07:12 PM
Hughman Hughman is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
PS - My vote for T99 is hard-coded SZ teams, +/- 4 levels, RZ style item loot, FV style no-drops, more classic resists (most spells partial heavily around 110, resist outright at 150ish - at least through Kunark.). Easy to understand, easy to code.
That may be a little harsh for casters, my warrior with 2 pieces of ragefire gear, missing a hate bracer gets near 200 FR self buffed (Ragefire arms). I think more heavy partials and less flat out resists may be the way to go.
Last edited by Hughman; 11-19-2013 at 07:22 PM..
  #44  
Old 11-19-2013, 07:22 PM
Bazia Bazia is offline
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no its not too harsh us non tanks are sick of eating draughts and suntrikes

shits not classic bro, not even close

lure spell gems dusty as fuk
  #45  
Old 11-19-2013, 07:44 PM
Hughman Hughman is offline
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Quote:
Originally Posted by Bazia [You must be logged in to view images. Log in or Register.]
no its not too harsh us non tanks are sick of eating draughts and suntrikes

shits not classic bro, not even close

lure spell gems dusty as fuk
I agree that as is the resists are dumb, I was referring to his proposed resists.
  #46  
Old 11-19-2013, 08:30 PM
Eslade Eslade is offline
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I have a very un-classic idea to fix team balancing. Drum roll please....
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Make the sides with a lower population stronger in PvP. I'm sure that you can somehow scale spell/melee effectiveness in PvP. Server looks like it has a 60/30/10 split? Those 10 percent can pretty much steam roll other teams 1v1.

Or we can all be like me and not care.
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  #47  
Old 11-19-2013, 09:22 PM
Kastro Kastro is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
This shit right here is why after being told over and over the right areas were getting serious attention that I was glad I took a look back here.

He wants shit pretty classic! He's also able to differentiate that we need resists fixes BEFORE item loot, something I have been trying to say but get parsed out only as "you want a griefathon item loot system".

If you are in just planar, you will be BETTER OFF than you are here in full gear for the most part.

It's a great system if you give it a chance and learn to play it. Classes like necros even become strong and viable, extremely strong in capable hands. Instead of a class that trades 2 dots for 2 nukes and dies, and the dots are easily dispelled by just cancel magic (I have a bug post that would *greatly* help both servers on dispel mechanics and I think buff order too).

I'm not 100% on FV's style of no drops... I think planar was droppable there? But epics weren't? Something along those lines, GLAD TO ADMIT I'M NOT SURE ON THAT [You must be logged in to view images. Log in or Register.].
Just about everything but Epics and very few Qest Items were Droppable... Planar = Droppable... we had that on VZTZ during Item loot and it worked just fine... Kept everyone even the best geared players on their toes... BPs were traded back and forth during PVP during fear raids ect... lots of fun.. Kept the Blue mechanic of zerg for no drop out of the picture....

As a new player those rules were no different for me than RZ rules till I joined Heresy and was gifted some planar... which i guarded jealously... It just keeps the Guilds and Players on Top from using their Gear to an unbalanced advantage... Under Rallos Zek only rules the established guild in No Drop as Nothing to Lose and Everyhing to Win... and the smaller newer guild can Lose Everything and Gain Nothing... That is why everything but epic style items being droppable ( Epic Weps, SKy Quested Haste Belts, Dain 9 and 10 Ring, Dain SHoulders, Jboots if quested, Flux Staff, Eyepatch of Plunder, Keys, Spirit Wracked Cords ( not the rings for quest) Ect... keep it very limited and care should be taken to ensure players arent gearing out over lets say 1/3 in that sort of no drop, Everything else should be droppable)

P.S. 6 level range could be pretty interesting... Maybe Remove the Level Advantage in PVP, and make hits, spells, and resists disregard the player or casters level in PVP? And if thats so can Open it up to 8 or 10? Would need to test it of course... but in a Team environment a wide level range is good... allows teams to protect their own players... and allows for very Epic Battles...
Last edited by Kastro; 11-19-2013 at 09:31 PM..
  #48  
Old 11-19-2013, 09:39 PM
Nirgon Nirgon is offline
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I'm personally almost OK with planar not being droppable but I do like the idea of having a base set for some stats/resist/ac that can't be taken. Even if most of the pieces are less than optimal.
  #49  
Old 11-19-2013, 10:13 PM
Kastro Kastro is offline
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the base set would be quest items... ( need to make sure not many OP) shin armor, basalt carapace, banded, leather cloth... enough to group pve some, not really raid or compete pvp at all.... cant let peeps have full TOV and other quest no drop and stomp other players with zero risk... care should be taken that it dorsnt happen... and if it does flag those items droppable... really any non epic 50+ hp or mana item or has big resists should be droppable...so just epics and sky quest haste belts..and for casters pic an item...and spirit cord and dain ring for all...
Last edited by Kastro; 11-19-2013 at 10:18 PM..
  #50  
Old 11-20-2013, 12:34 AM
Danger Danger is offline
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we can only hope
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