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  #51  
Old 10-01-2014, 04:31 PM
forensic forensic is offline
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Quote:
Originally Posted by khanable [You must be logged in to view images. Log in or Register.]
have a "lottery" where 100 level 60's get deleted randomly each month (too top heavy)

allow a max of two accounts per person

minimum of 1 minute zone times (artificial)

force classic UI, force full screen, disable alt+tab

detect voice chat software and not let you log in if it is running

>25 mobs aggro'd on you forces you to go linkdead and get raped by said mobs
These changes would synergize well with my suggested changes. Voting you for president.
  #52  
Old 10-01-2014, 04:41 PM
forensic forensic is offline
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Instead of a lottery where level 60s get deleted, though, implement a more sophisticated perma death mechanic.

Each race ages at a different pace. The aging happens according to in-game time. Humans die at 75 years old, just like all their other stats. Every race starts according to how old their faces look. Gnome males start at age 60, but live until 100. Humans start at age 25 and live to 75.

Trolls and Iksars die sooner due to their regeneration causing more rapid atrophy of their cells. Trolls age from 30 to 65, and Iksars from 12 to 42.

Clerics live 25% longer by the grace of their Gods.

Level 60 Necromancers who permadie turn undead and become permanent skeletons, capable of being charmed by other necromancers and used as pets. Their toying with death means their lifespan is 25% shorter than average.

Everytime you die it takes 1 week off the end of your life. Everytime you get a rez it takes another week off.
Last edited by forensic; 10-01-2014 at 05:00 PM..
  #53  
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.
  #54  
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.
  #55  
Old 10-01-2014, 05:25 PM
August August is offline
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Quote:
Originally Posted by Kich867 [You must be logged in to view images. Log in or Register.]
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.
Best post of this thread.
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  #56  
Old 10-01-2014, 05:26 PM
toolshed toolshed is offline
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Quote:
Originally Posted by iruinedyourday [You must be logged in to view images. Log in or Register.]
The fact that they look stupid should detur you enough tho.
how

dare

you

/duel
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Creator of the Iksar Travel Guide:
(an addition to the incredible Zone Connetion Map made by Yurz that includes Iksar-friendly vendors and banks)

Leading the charge to bring back the classic feature /guildwar
  #57  
Old 10-01-2014, 06:40 PM
khanable khanable is offline
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the question was what changes could make the server feel more classic

not if you were an asshole jerk and wanted to make your own asshole jerk server what asshole jerk shit would you do to it to make it non classic and shitty

jeez
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  #58  
Old 10-01-2014, 09:34 PM
Hobie819 Hobie819 is offline
Aviak


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Quote:
Originally Posted by khanable [You must be logged in to view images. Log in or Register.]
the question was what changes could make the server feel more classic

not if you were an asshole jerk and wanted to make your own asshole jerk server what asshole jerk shit would you do to it to make it non classic and shitty

jeez
That wasn't there question actually.... The first post is below. I don't agree with some suggestions, but ultimately they all fall into the realm of the initial post.

Original post:
Just thought that a discussion of what core game mechanics alterations could be made to make the game more fun / compelling / more role-play friendly...

Ill start with:

Why doesn't agility directly affect run-speed more than it does?
  #59  
Old 10-01-2014, 09:59 PM
Ennewi Ennewi is offline
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https://www.youtube.com/watch?v=HaA3YZ6QdJU
Last edited by Ennewi; 10-01-2014 at 10:15 PM.. Reason: not sure if linking bjoel is bannable offense
  #60  
Old 10-01-2014, 11:55 PM
khanable khanable is offline
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Quote:
Originally Posted by Hobie819 [You must be logged in to view images. Log in or Register.]
That wasn't there question actually.... The first post is below. I don't agree with some suggestions, but ultimately they all fall into the realm of the initial post.

Original post:
Just thought that a discussion of what core game mechanics alterations could be made to make the game more fun / compelling / more role-play friendly...

Ill start with:

Why doesn't agility directly affect run-speed more than it does?
I should stop drinking

No clue where I got mixed up
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