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  #1  
Old 04-29-2015, 12:02 AM
jarshale jarshale is offline
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Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
Paludal Caverns though? Raid content? The birth of AAs? Everyone hated it?
Paludal emptied out every other zone in the same level range. It was terrible.
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  #2  
Old 04-29-2015, 01:37 AM
Kika Maslyaka Kika Maslyaka is offline
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The only non fantasy elements of Luclin were Boglings and Netherian "aliens". (yes they could have been dropped).

Paludal ZEM was BAD.

Mounts were great.
Cats awesome.
Beastlords - cool.
New models - awesome for some races (elves, ogres, trolls), horrible for others (shorties).

Loot, grouping and raiding was hardly much different in principle than in Velious.
Though some zones could have used few more named/loot dropping mobs

Bazaar - yeah the last thing I want to do with my time is spend 4 hours trying to sell my junk in the tunnel and haggle over every 5 gold with every idiot instead of actually PLAYING. (ok to some haggling is PLAYING - to each his own). Life haggling was fun only for a while, but when I got dozens of items to list - it got tedious. Lots and lots of high lev people I knew HATED the tunnel - they posted their wares on forums and only logged in their EC mules to deliver the goods to specific buyer. Plus, even after Bazaar went live many still auctioned their wares to lowbies in Qeynos/Gfay/FP etc. No one really wanted to spend 30 min just to get there and another 30 just to get down unless they were shopping for a serious upgrade. It was only with PoK books that getting to Bazaar became a 1 click deal so every lev 3 could quickly check the wares and get back to where he was.

The rest was top notch and highly creative fantasy content.
Ok I admit I would have went with a Shadow World as the setting, instead of the moon, but no one asked [You must be logged in to view images. Log in or Register.]
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The people who invented the first space ships were brilliant. That doesn't mean anybody should actually want to use them 200 years later. Ideas are limited by means of execution. Everquest has amazing ideas that need to be completely reworked in their execution, in order for classic Everquest as it was envisioned to actually exist and continue to be relevant as things have evolved.
  #3  
Old 05-26-2015, 11:49 PM
BrandeX BrandeX is offline
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Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
Paludal ZEM was BAD.
The main reason everyone was in Paludal was because the ZEM was so high, besides not to mention the ease of access for any race.

Various sources:
https://www.google.de/search?q=everq...LsfbsAThg4PADQ
  #4  
Old 05-28-2015, 07:02 AM
thufir thufir is offline
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Originally Posted by jarshale [You must be logged in to view images. Log in or Register.]
Paludal emptied out every other zone in the same level range. It was terrible.
Yay, someone mentioned Paludal and how it killed every other zone in its level range. There was no real reason to go anywhere else, so nobody did. The old dungeons became ghost towns.

AAs did its part to that too, oddly; fewer alts means less populated lower level zones. EQ is a game that is tremendously dependent on well populated zones as a rule, so the game became more top heavy and the lower level game got weaker as a result.

Add the nexus and the bazaar to that and it becomes more obvious why this is the turning point for a lot of people. Luclin was the expansion that fundamentally changed a lot of how EQ felt. You could like or dislike that change but it was a change. All through Velious the old axioms were still in place.
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  #5  
Old 05-28-2015, 07:44 AM
Axlrose Axlrose is offline
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I read through this whole thread, and for a while, I thought I was back on the Eve Online forums...

Taking an aspect from that game and applying it here, IF the powers to be decided to implement a bazaar type feature without opening the Luclin expansion, then I offer a suggestion.

First - instead of East Commonlands tunnel covering the whole game world, perhaps it has the eastern portion of the map as a region only. Thus another bazaar area could be located near Qeynos to cover Erudin, another bazaar located somewhere in Greater Faydark, two more bazaars in Firionia Vie and the Overthere, and once Velious opens a bazaar at their starting zone (name escapes me at the moment). Thus the potential of different markets with different prices for the same items. And similar to Eve Online, some players might play the markets instead of grinding the same mob again.

Second - advertising your wares and being active at the keyboard means you could sell for free. But if you decide to go away for a bit, but still online, then pay a hourly broker's fee to keep your wares listed on a market board (an add-on to the game - people crowding around the boards, looking for goods, and seeing who is selling). This fee could be based upon a percentage of your total wares for sale; so every hour it is automatically deducted from your wallet. If you run out of money, then you are evicted from seller's mode. Or they could implement a non-playing character as your market mule and selling your wares. You have the option of being offline too. But this route would be the most expensive of them all. Payments are removed from a deposit your added and / or taken from offline sales with the same option of being evicted from selling mode once the money is gone.

Third - profit?
  #6  
Old 05-29-2015, 01:16 PM
Lady Julae Lady Julae is offline
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Quote:
Originally Posted by Axlrose [You must be logged in to view images. Log in or Register.]

...Taking an aspect from that game and applying it here, IF the powers to be decided to implement a bazaar type feature without opening the Luclin expansion, then I offer a suggestion...
I would not mind the bazaar so much if the seller could not go AFK. The main issue I had with the bazaar was all the AFK sellers. If I saw an item I know was way overpriced, I had no way of haggling them down to a more reasonable value. Likewise, you could not trade with an AFK seller with items, only coin, which what makes the EC Tunnel superior in that people without coin can make decent trades.

To even consider a bazaar on P99, I would require the following:

1. No AFK selling. GM random checks for ATK play. If AFK, no ban, but server boot. This will make the area less laggy and free up choice space in the bull pens.
2. No Shared banks.
3. No 2-boxing (Your 4 year old "son/daughter" cannot be selling while you are playing).

4. IF AFK Selling is allowed: Bazaar players must be level 20+ to sell in the area. This will prevent RMT mules from getting quick gold to sell and will inhibit gold farming all together. Two-boxing rules still apply.
  #7  
Old 05-29-2015, 03:37 PM
tizznyres tizznyres is offline
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Quote:
Originally Posted by Axlrose [You must be logged in to view images. Log in or Register.]
I read through this whole thread, and for a while, I thought I was back on the Eve Online forums...

Taking an aspect from that game and applying it here, IF the powers to be decided to implement a bazaar type feature without opening the Luclin expansion, then I offer a suggestion.

First - instead of East Commonlands tunnel covering the whole game world, perhaps it has the eastern portion of the map as a region only. Thus another bazaar area could be located near Qeynos to cover Erudin, another bazaar located somewhere in Greater Faydark, two more bazaars in Firionia Vie and the Overthere, and once Velious opens a bazaar at their starting zone (name escapes me at the moment). Thus the potential of different markets with different prices for the same items. And similar to Eve Online, some players might play the markets instead of grinding the same mob again.

Second - advertising your wares and being active at the keyboard means you could sell for free. But if you decide to go away for a bit, but still online, then pay a hourly broker's fee to keep your wares listed on a market board (an add-on to the game - people crowding around the boards, looking for goods, and seeing who is selling). This fee could be based upon a percentage of your total wares for sale; so every hour it is automatically deducted from your wallet. If you run out of money, then you are evicted from seller's mode. Or they could implement a non-playing character as your market mule and selling your wares. You have the option of being offline too. But this route would be the most expensive of them all. Payments are removed from a deposit your added and / or taken from offline sales with the same option of being evicted from selling mode once the money is gone.

Third - profit?
There are all sorts of pros and cons to both a bazaar / auction house type system, or a system that requires complete player participation. These pros and cons depend heavily on the individual player, and what they want to spend their time on in a game. Many people have less time to play, or simply would rather not spend a lot of time engaging in arguably boring trading.

Others, like myself, vastly prefer a trading system where greater individual participation, personal drive, and knowledge of the market(s) yields much greater personal reward. I also enjoy the idea of bartering and haggling, as they are extremely canon to a fantasy RPG world, and help scratch my roleplaying itch.

That being said, I think you have some great ideas there, and I would have enjoyed seeing something like that implemented when Bazaar was, or sooner as you say. Perhaps the most tedious and annoying aspect of classic EverQuest trading, was having to link, or even short-hand write posts with dozens of very low-value, low-desirability tradeskill items, research pieces, and other smaller pieces. Trying to sell these things for a more established trader quickly becomes much more trouble than they are worth. This tends to make items that should be cheap and common, actually quite difficult to find.

To that end I would have very much liked to see a system that reduced or eliminated some of the tedium involved with trading many low-value items. Even if you don't mind the issue of having to spam and keep track of many, many small items, limited inventory and bank space is an issue, and you are forced to maintain several bank alts near the trade zone.
  #8  
Old 04-28-2015, 06:04 PM
Champion_Standing Champion_Standing is offline
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P99ers are only here because they are afriad of change. Don't like the Nexus or Bazaar or the other features is like saying "Nah i don't want to install an elevator in my house, I'm fine with the old climbing rope..it's more immersive."
  #9  
Old 04-28-2015, 09:04 PM
wormed wormed is offline
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Quote:
Originally Posted by Champion_Standing [You must be logged in to view images. Log in or Register.]
P99ers are only here because they are afriad of change. Don't like the Nexus or Bazaar or the other features is like saying "Nah i don't want to install an elevator in my house, I'm fine with the old climbing rope..it's more immersive."
Who is the baller with an elevator in their HOUSE!?!?!?! Damn... and I am all archaic with my stairs. Escalator, maybe someday.
  #10  
Old 04-28-2015, 11:34 PM
Rararboker Rararboker is offline
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Quote:
Originally Posted by Champion_Standing [You must be logged in to view images. Log in or Register.]
P99ers are only here because they are afriad of change. Don't like the Nexus or Bazaar or the other features is like saying "Nah i don't want to install an elevator in my house, I'm fine with the old climbing rope..it's more immersive."
No wonder obesity is such a problem. People go for elevators when a perfectly good rope will suffice and provide exercise.
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