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  #21  
Old 09-27-2010, 02:55 PM
Wizerud Wizerud is offline
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IMO, The fate of every bug (to fix or not to fix) on P99 should be determined by what the original intention of the way an item or mob behaved should have been. It doesn't matter if Sony took 3 months to fix something that with more manpower or the wave of a magic wand would have been fixed on day 1. It should be like that on day 1 of kunark on P99.

Design decisions or changes made that were done with the benefit of hindsight are different but in most cases common sense should prevail as to how they should appear on day 1 here.

Also don't forget that we are working on the titanium client so aren't the devs pretty much having to backtrack in order to emulate what it was like back then? If so, they'd have to intentionally re-implement every bug that existed until such time that it was fixed on Live, by timeline. I'm pretty sure their time could be spent on more pressing things like P99-specific bugs.
Last edited by Wizerud; 09-27-2010 at 03:23 PM..
  #22  
Old 09-27-2010, 03:00 PM
Dantes Dantes is offline
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Trivializing mana and health generation was obviously not the intention either. Yet rubicite and the mana stone were left in the game just like the real progression on classic. How is this different? The dragon cap is not a BUG, it's a gameplay adjustment.
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  #23  
Old 09-27-2010, 03:08 PM
guineapig guineapig is offline
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Quote:
Originally Posted by yaeger [You must be logged in to view images. Log in or Register.]
Sounds more reactionary than anything else. Trivializing Vox and Naggy was never the intention and they implemented an entirely new system as a response.

It proves everything I said, and I doubt the devs will leave the dragons as easy prey for high levels to farm 8-9 times, it doesn't make any sense as to why they'd allow it.
It's no different then when level 60's were able to farm Fear and Hate until it was finally decided to change those zones. That's the natural progression of the Classic time-line.

Like Dantes said, it was a gameplay adjustment. This server has been following the timeline of these adjustments the same way it has been following the timeline of zones being implemented.

(Also, the old world dragons are pretty trivial now.)

But like I said before. Even if they did cap the dragons the moment Kunark launched (which is not classic), it wouldn't change who is currently killing the dragons. They might be a bit less contested than they are now and there might be slower response times from when the dragons pop but that level 52 cap isn't going to hamper anybody.
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  #24  
Old 09-27-2010, 03:27 PM
Wizerud Wizerud is offline
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Quote:
Originally Posted by Dantes [You must be logged in to view images. Log in or Register.]
Trivializing mana and health generation was obviously not the intention either. Yet rubicite and the mana stone were left in the game just like the real progression on classic. How is this different? The dragon cap is not a BUG, it's a gameplay adjustment.
I don't think it does trivialize it. There are still downsides to both of those items. Remember there were items that were either completely removed or nerfed which were considered potentially gamebreaking, so it's not like Sony were afraid to do it. With the rubi bp and manastone they probably felt that if more people had access to those items it may have potentially altered the game detrimentally so rather than do that they just halted the supply and made the existing ones out there rare status symbols.
Last edited by Wizerud; 09-27-2010 at 03:33 PM..
  #25  
Old 09-27-2010, 03:29 PM
Messianic Messianic is offline
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Originally Posted by Falindorf [You must be logged in to view images. Log in or Register.]
Please enlighten me on why developers would specificly create quest components (specifically items that can not be used for anything other than a specific quest say the cleric ingots for the Sol Ro Armor) as no drop items and then code ways around the no drop portion if it is not a bug.
Perhaps the same reason WoW made so many items Bind on Equip - they wanted to increase the difficulty of acquiring the item (since after you equipped the item in wow, you could only vendor it). However, when people realized they could MQ (and it was done very overtly), it wasn't considered that big a deal, and MQing was never nerfed, despite obvious potential for it to be nerfed.

If you strictly define "bug" as "anything unintentional to 'the vision'", sure, it's a bug. But they never fixed it, nerfed it, nor deemed it a serious problem when they had power to do so, so they probably realized it wasn't a big deal to enforce, and allowed the "bug" to exist, making it part of normal gameplay, and no longer a "bug," since it was incorporate into the game. MQing is also harder than simply going to EC and paying someone money - there is a trust component and a much greater incident of fraud in MQ cases, so it's not like it's equal to simply buying the item from another player - an increased level of difficulty does result, and so making the item "No Drop" does, in fact, increase the difficulty of acquiring the item and encourages more players to camp for it as opposed to buying it on the open market, and in conclusion makes the resulting item more rare and more valuable. All of these are intentions of making something no drop that do not require the specific intention of "players must physically kill the mob to acquire X item."

Apparently Verant and SoE were okay with that being circumvented, nullifying its status as a "bug."

The fact that they didn't do a thing to stop players (nerf, fix, or change anything about it) that's proof positive that it wasn't a bug in the same way dupe exploits, pathing bugs that made it impossible for mobs to hit you, or any number of other issues were accurately identified as "bugs."

Quote:
Some bugs here ARE being reproduced. To what extent those bugs are being reporduced is the question.
Sure, and that's a valid subject of discussion - but MQing, even if you make the stretch to call it a bug, has to be a separate category of bug.
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  #26  
Old 09-27-2010, 05:54 PM
yaeger yaeger is offline
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Quote:
Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
It's no different then when level 60's were able to farm Fear and Hate until it was finally decided to change those zones. That's the natural progression of the Classic time-line.

Like Dantes said, it was a gameplay adjustment. This server has been following the timeline of these adjustments the same way it has been following the timeline of zones being implemented.

(Also, the old world dragons are pretty trivial now.)

But like I said before. Even if they did cap the dragons the moment Kunark launched (which is not classic), it wouldn't change who is currently killing the dragons. They might be a bit less contested than they are now and there might be slower response times from when the dragons pop but that level 52 cap isn't going to hamper anybody.
Except the drops from Vox/Naggy are still very useable by level 60 players.

Most people play to enjoy the experience, to play the game just like classic was played. There will always be those people who want the bugs to stay in so they can exploit the hell out of them from day 1. Only as long as it can somehow benefit them.

/clap
Last edited by yaeger; 09-27-2010 at 06:03 PM..
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