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#1
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So what will happen is aftermath will train everything in the path to the mob away, move their zerg of 200 to kill the mob while still kiting the train, then loot it/zone out/ drop the train on my smaller guild trying to clear to it the classic way? Sigh...
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Originally Posted by Detoxx View Post I tried my hand at rotating with the casuals. It was at this point I decided to no longer be kind to the casuals as they have extreme short term memory. They did this to themselves, unfortunately. Quote: Originally Posted by Maner View Post No one in A/A cares that you aren't getting pixels. In fact after the last suspension wave the attitude is to stop letting the casual guilds get anything even remotely of value. | ||
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#2
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#3
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I'll wait...
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Originally Posted by Detoxx View Post I tried my hand at rotating with the casuals. It was at this point I decided to no longer be kind to the casuals as they have extreme short term memory. They did this to themselves, unfortunately. Quote: Originally Posted by Maner View Post No one in A/A cares that you aren't getting pixels. In fact after the last suspension wave the attitude is to stop letting the casual guilds get anything even remotely of value. | |||
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#4
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We discussed this in /gu after the pastebin and everyone thought leashing them to their lair or a bit larger than melee range seemed like a good alternative to outright rooting, so you could still position and push and have a "normal" fight, though of course we don't know if that would be more difficult to implement. I'm sure people would find "clever" ways to abuse that, too, though...
Anyway I'm glad an attempt was made to address some of the ridiculousness that is current end-game P99; I hope it helps. | ||
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#5
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You just implemented these game altering changes without discussing them with me first?
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#6
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The ToV changes seem to not be thought out properly. Do dragons no longer gate? Are AE's turned off since you can't position the dragons?
"As usual, we encourage guilds to work together on raid target selections. Leapfrogging, while technically not against the rules, is still an asshole move." HEY IM GOING FOR VULAK BRO PLZ DON'T LEAPFROG US DURING THE HOUR CLEAR, THX. That's going to work greattttt. You managed to make the ToV crawl to the dragons classic while completely destroying the encounters themselves, Not sure what is worse. | ||
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#7
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This is awesome. Well done.
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#8
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On the outside, I"m against this. When Everquest slowly inched towards more rooted mobs and monsters that summoned, and shorter duration roots, it was moving away from the original vison of the game that was much less linear. In the origional game there was more kiting and creativity. Yes it could backfire, and pathing was buggy, but there was a lot of beauty in that. As Everquest matured, it seemed obsessed with "balance", and I don't think balance is everyting. This goes for a lot of things in the game, including items. Originally, items had some character. Stats were different between them. Apparently the devs saw this as a bad thing because players may have ot hunt around for the right items. So they went over it with a spreadsheet, and thereafter all items looked almost identical. I could go on.
Sorry that's just how I see it. Overzealous developers always ruin games when given enough time. That's why players make emulators, or go to other games. They're chased away. I think the main problem has to do with congestion in the content. The original game never anticipate the huge population that came afterward. They also never expected Everquest to last for more htna few years. So builtin from the start was a strong congestion problem. I think they tried to make lots of content to counter it, but it wasn't enough when servers were peaking at 2000+ population. With Project 1999 the problem is a bit different. Playrs have more knowledge now and that essentially increases the congestion, meaning even with a smaller population the Project 1999 server is similar to a high poulation server circa 1999-01. The other problem is Project 1999 is very old now. What's it, 10 years old? This means extremely high mudflation in the economuy. This means there're a lot of players entering into the raid scene, as well many high level players. It's much worse than it was in 2000-01. This further drives the congestion problems to extremes, meaning the players and devs are going to be in a constant state of tension and panic. Since devs are naturally anxious and overzealous in their work, it all leads predictably to what we see in most mature games and MMO's, since they all share a lot of these problems. The original magic is lost. It eventually leads to a stale game. I'm glad I played this in 2010. I no longer consider it the same game. I think the devs and the players here have the best interests in mind and they're all good at heart. But nothing lasts forever, and try as we might to make some things last forever, they'll slowly die in our hands even as we fight back the darkness. Regardless, without Project 1999, the world would be for the worse. I'm grateful this all happened. It's still worth keeping alive, IMHO. Why? Because so many MMO's go down the soloing, personal quest path. Even in tis current state, Project 1999 recalls a time when grouping wasn't assigned to a secondary role, or the end game.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | ||
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Last edited by stormlord; 08-27-2019 at 07:41 PM..
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#9
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#10
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Nice
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