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Old 02-16-2014, 02:06 AM
Potus Potus is offline
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Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
Did you read the post, or just assume that I said remove all XP bonus' and any form of global chat?

Also, PvP server.
Yes, I said reduced rate. The question still remains. And yes, PvP is conditional on their being other players to PvP. In your post you say EQ is fun because of the grind, which to a PvPer is a boring, tedious distraction.

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Because we don't have the time or manpower to sit and play babysitter to global OOC.

Plus, half the people on the box would be suspended.

Most importantly, we shouldn't have to, and new people who roll here shouldn't automatically be subjected to some of the BS that goes through global OOC.
You don't have to babysit. People report, you get a guide to recommend the suspensions. If half the server gets suspended for a day or two then they probably will stop spamming the N word.
  #2  
Old 02-16-2014, 02:08 AM
dreama1 dreama1 is offline
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Taking away two things that attract new players isn't going to bring more people.

If anything add more incentive, not take away the only incentive there is. If it is a pvp server, then let it be a pvp server - focus on PvP rather than PvE..

Edit; well maybe global ooc doesn't attract people, but when the population is so low, it facilitates social communication. You're going to have trolls and noxious people regardless that's the core of eq players on this box.
  #3  
Old 02-16-2014, 02:10 AM
Derubael Derubael is offline
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Quote:
Originally Posted by Potus
Yes, I said reduced rate. The question still remains. And yes, PvP is conditional on their being other players to PvP. In your post you say EQ is fun because of the grind, which to a PvPer is a boring, tedious distraction.
Reduced rate = scaling bonus + group xp bonus (one of the ideas I suggested in the post)? Pretty sure that's not reduced.

And I said nothing about the grind. It's the journey and your experiences along the way. The PvP you encounter, the bonds you make, the enemes you create, and the attachments you form on your way to the high end is part of what makes EQ fun and retains players.
  #4  
Old 02-16-2014, 02:11 AM
dreama1 dreama1 is offline
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Quote:
Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
Reduced rate = scaling bonus + group xp bonus (one of the ideas I suggested in the post)? Pretty sure that's not reduced.

And I said nothing about the grind. It's the journey and your experiences along the way. The PvP you encounter, the bonds you make, the enemes you create, and the attachments you form on your way to the high end is part of what makes EQ fun and retains players.
this is all well and good when you have a large population, until then it's just a form of idealized nostalgia that has no basis in reality.
  #5  
Old 02-16-2014, 02:15 AM
Derubael Derubael is offline
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Quote:
Originally Posted by dreama1 [You must be logged in to view images. Log in or Register.]
this is all well and good when you have a large population, until then it's just a form of idealized nostalgia that has no basis in reality.
So the solution is to continue stuffing the top end, burning people out when they get there and causing them to quit because they have no real attachment to their character with only a handful of days played to reach 52+?
  #6  
Old 02-16-2014, 02:18 AM
dreama1 dreama1 is offline
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Quote:
Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
So the solution is to continue stuffing the top end, burning people out when they get there and causing them to quit because they have no real attachment to their character with only a handful of days played to reach 52+?
Not necessarily, you say that they have no attachment but the reality is that unless you have friends, it still takes time to get to 60.

The problem with the server isn't the bonuses, it's both ironically the people who play & the lack of people who play.
  #7  
Old 02-16-2014, 02:21 AM
Potus Potus is offline
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Quote:
Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
So the solution is to continue stuffing the top end, burning people out when they get there and causing them to quit because they have no real attachment to their character with only a handful of days played to reach 52+?
Do you have any evidence to support this? Most post 52 complaints involve Nihilum, how imbalanced PVP is, and how they monopolize mobs. That is why people give up.

Quote:
Reduced rate = scaling bonus + group xp bonus (one of the ideas I suggested in the post)? Pretty sure that's not reduced.
That's a reduction to people who solo, which is the main source of exp now on the server. I don't see how switching to this method is going to bring people in.

I'm not trying to be contrarian or combative with you, I just don't understand how this helps the server instead of hurting people who still want to play here. The exp rate (currently) as I understand it now is very helpful to people who solo.
  #8  
Old 02-16-2014, 02:37 AM
Derubael Derubael is offline
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Quote:
Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
Do you have any evidence to support this?
That people quit post 52 because they burn out (whether because of Nihilum cockblock or Nihilum pixel farm)? Yes. You stated as much in your post! Clearly getting people to these levels faster is not the solution. If they arrived at the top end more slowly, forming more connections and rivalries along the way, there would be more motivation to stick around even in the face of a toxic high end scene (see blue).

This is a snowball effect that resonates and gathers momentum as it goes along.


Quote:
Originally Posted by Potus
That's a reduction to people who solo, which is the main source of exp now on the server. I don't see how switching to this method is going to bring people in.

I'm not trying to be contrarian or combative with you, I just don't understand how this helps the server instead of hurting people who still want to play here. The exp rate (currently) as I understand it now is very helpful to people who solo.
Except it's not a reduction, it's still a bonus. A reduction would be less XP per mob than you get on blue. Is it a reduction from what we have now? Yes, because right now you're getting almost 400% xp per mob for most of your levels.

And I understand you're not being combative, no worries.
  #9  
Old 02-16-2014, 02:44 AM
Fawqueue Fawqueue is offline
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Quote:
Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
Do you have any evidence to support this? Most post 52 complaints involve Nihilum, how imbalanced PVP is, and how they monopolize mobs. That is why people give up.
I'll submit my Red99 experience as evidence.

Rolled a ranger, leveled quickly up to 51 and was given a ton of gear by various friendly players. This included a Woodsman's Staff (from Nihilum) and a full set of Seb Scale armor.

Helped a buddy in Dalnir get his crescent, died on a goofy "it's the end of the night so lets try Overseer" attempt. Never logged back on, let all the gear rot. I literally couldn't have given two shits to even just make the run back to that corpse. I could have logged on after the fact and had a GM retrieve it...to this day I still don't care.

The biggest reason is that I leveled so quickly, mostly solo, that I just really didn't have any attachment to it. Without the investment of effort there is no investment in the rewards. So that being the case, I support Deru's post 100%.
  #10  
Old 02-16-2014, 02:19 AM
Derubael Derubael is offline
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I will add that some of you have valid points in regards to the community. Raising the population on red is a server-wide effort. There is only so much we as a staff can do to foster a positive environment for new players.
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