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  #1  
Old 09-30-2014, 04:14 PM
myriverse myriverse is offline
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Yeah, AGI has zero affect on run speed.
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  #2  
Old 09-30-2014, 04:23 PM
Skydash Skydash is offline
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AGI and run speed is a good one.

I always thought INT being used to determine Skill Cap would be interesting.

But then I would make an EXP system that allowed you to actually buy Skill Trains, and do away with auto skill up. It seems like a real skill system was almost put into this game, and then for convenience sake and simplicity they just did away with it all and left us with no choices.
  #3  
Old 09-30-2014, 04:35 PM
Daldaen Daldaen is offline
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What the OP meant was what were things that should've been done during Classic to make it better.

I think he knows AGI didn't influence Runspeed.

For me, a lot of it would have been balance.

Complete heal should've been removed entirely and the priests rebalanced from that point.
Slows should have been capped at a much lower percentage like 25-30%, 65-70% slow was a stupid idea later fixed by mitigation.
Warriors should've had some form of snap aggro.
Hybrids shouldve had discs - Knights specifically should've gotten deflection disc... That was one of the greatest additions to the class.
All types of CC (root, mez, slow, snare, stun) immunity should've been in from the get go.
Tradeskills should've been useful
There should've been WAY less magic immune mobs. (All of the mobs in monk epic chain are magic immune... Now how many mobs can you count that melee can't attack? Hosh and Gore cause slows and maybe Rak and Queen Chardok cause huge DoT -- all manageable with dispelling/curing. No amount of debuffing allows me to stick magic dots on MR immune mobs)... Or at the very least, make more mobs immune to Melee to balance that out.

Oh and Anon/role should've been removed entirely. Dumb additions to game, it's a social game learn to get asked for buffs, rezzes, ports and assistance. Stop hiding.
  #4  
Old 09-30-2014, 04:40 PM
iruinedyourday iruinedyourday is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
What the OP meant was what were things that should've been done during Classic to make it better.
Permadeath [You must be logged in to view images. Log in or Register.]
  #5  
Old 09-30-2014, 05:58 PM
baalzy baalzy is offline
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To the people who are debating about human night vision (or lack there of) i think the issue is that light sources provide too much light. My ranger on red is human and is actually very blind while naked, to the point that it's difficult to navigate a tunneled area (such as the kithicor entrance to rivervale), but one of the pieces of equipment she wears (haven't paid enough attention to which one does it) acts as a lightsource that essentially gives me night vision because it illuminates a huge area of my screen. IIRC, most light sources (like a torch or lantern) should give a small field of vision to humans so they could navigate a tunnel but still made it dangerous as they would have trouble seeing a KoS mob before it came into range at night.
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  #6  
Old 09-30-2014, 06:23 PM
rollin5k rollin5k is offline
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nah baalzy light sources seem right, but a humans should need them to see, like to see at all and walk around
  #7  
Old 09-30-2014, 08:18 PM
NegaStoat NegaStoat is offline
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If we're making some sort of list about this stuff, Stamina should be at the top. That's all I know.
  #8  
Old 09-30-2014, 08:51 PM
Kich867 Kich867 is offline
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If I were to redo classic, this would be the list of changes I'd make:

Game Mechanics:
- Alter threat to take into account damage done, not just swings
- Taunt displays a message letting you know that it has no effect on monsters already aggro'd on you.
- Remove experience penalties
- Reduce strength of many monsters outside of indoor dungeons to allow more classes to solo. While still a less optimal approach, at least give more classes the option.

Classes:
Warrior:
- Warriors gain a "Threaten" skill capping at 210, causing a flat amount of aggro that scales with skill, level, and maybe some sort of cute modifier like charisma. 8 second cooldown
- Warriors gain a "Cleave" skill capping at 210, attacking with all weapons (DW / 2h) against all monsters within 180 degrees in front of them. Higher skill improves chance to hit. 10 second cooldown

Ranger:
- Rangers bow damage modified to behave and scale similarly to 2 handers (damage calculated the same, weapon damage bonus the same). Bows would not receive double attack, but would deal double damage to non-moving targets starting at level 1 instead of 51, creating a unique flavor to Ranger bow DPS: individual very large hits.
- Ranger Epic receives similar treatment to warrior epic, able to be turned back and forth between bow and swords.
- Trueshot Discipline duration reduced to 15 seconds, timer reduced to 30 minutes.
- Drop "Agility" as a bonus stat and replace it with "Dexterity".
- Rangers can train in either Specialize Melee or Specialize Archery, improving their chance to dual wield / double attack VS improving their chance to hit and crit with bows.

Paladin:
- Paladins gain a "Block" passive skill, reducing damage of a physical attack between 25-100% (based on a roll influenced by Block skill).
- Paladins can "Block" with their epic weapon.

Shadow Knight:
- Shadow Knights gain a "Block" passive skill, reducing damage of a physical attack between 25-100% (based on a roll influenced by Block skill).
- Shadow Knights can "Block" with their epic weapon.

Monk:
- At level 10, Monk's gain a "Sprint" passive skill that caps at 200. This skill naturally increases their run speed by 0.1% per skill point. This skill stacks with other movement speed increasing effects. This skill is raised by movement.
- At level 30, Monk's gain a "Deftness" passive skill that caps at 200. This skill naturally increases their attack speed by 0.05% per skill point. This skill stacks with other haste effects.

Rogue:
- Added enchanted poison vial recipes: at every trivial skill level for every rogue poison there is a new recipe to create an enchanted poison of that type. This applies a permanent coating to a blade, able to be overwritten by stronger poisons. (1 ppm) Unequipping or trading the weapon removes this proc.

Bard:
- Song power is now also positively affected by Charisma.

Wizard:
- Wizards gain the "Empowered Spell" skill at level 40, causing their next damage dealing spell to deal additional damage. Usable once per minute.

Cleric:
- Remove the "Complete Heal" spell.

All Casters:
- Intelligence scales spell damage for INT casters
- Wisdom scales spell damage for WIS casters
(Both pending a calculation as to how to apply that, but it would be a somewhat linear % based increase)

Tradeskills:
Blacksmithing:
- Improve cultural smithing gear for all races.
- Introduce more and better cultural smithing weapons for all races, to match the higher-end smithing gear.

Tailoring:
- Introduce cultural Tailoring for High Elves and Erudites.
- This gear will be focused on casters.
- Improve cultural tailoring (leather armor) from Wood Elves.
- Adding another set of Quiver recipes for each Quiver, at a higher trivial point. These are Enchanted quivers that will not consume arrows fired from them.

Fletching:
- Add cultural fletching to Wood Elves


The aim would be:
- bring SK's / Paladin's up to the tanking status of Warriors without having them share the HP/AC pool.
- Solidify Rangers as either a melee or ranged DPS class--whichever you prefer. While less damage than Rogues or Monks, close enough that it's not an issue.
- Make casters more interesting by providing higher damage/healing via their primary stats.
- Borrow from the DnD roots a little with some of the classes.
- Make warriors better at snap aggro / AOE aggro.
- Add a little flavor to rogues, monks, and wizards.
- Make tradeskills more interesting.
- Wiggle Endless Quiver into the game before AA's.
  #9  
Old 10-01-2014, 05:15 PM
Captun Captun is offline
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Quote:
Originally Posted by Kich867 [You must be logged in to view images. Log in or Register.]
- Remove experience penalties
To classes, sure. To races, no. If you choose to play a race that has extra stats/traits you should have that penalty exist as a way to make you earn these things. Troll/Iksar regen is very useful and most people would roll one (taking the armor limits aside) and never bother rolling something else if they earned XP at the same rate. EQ has the elements to it that sure, some classes have advantages to certaim races, though they take longer to level.

I could roll an Iksar Necro for the regen to help with Lich, but Iksars would take longer to level.
  #10  
Old 10-01-2014, 05:21 PM
iruinedyourday iruinedyourday is offline
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Quote:
Originally Posted by Captun [You must be logged in to view images. Log in or Register.]
I could roll an Iksar Necro for the regen to help with Lich, but Iksars would take longer to level.
The fact that they look stupid should detur you enough tho.
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