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Old 09-25-2019, 04:18 PM
Sunderfury Sunderfury is offline
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(EDIT: I do apologize, I know you asked for quests specifically, but this seemed like a good checklist to run down and give some indicators for changes since launch)

I do have a memory of a patch (which is not in the notes) about cutting the death penalty in half at some point after launch. This would mean EXP death penalty would be doubled for Green launch.

Best I found was a post from brad on changes since servers went live. Has some interesting tidbits to review for implementation dates / green rules:
12/7/99
Quote:
A repost of the Brad's comments here for your viewing pleasure. The original
thread is in the forums at www.everquest.com
--------------------------------------------------------

Several members of the EQ team, with some initial help from a player's
email, put the following document together listing both enhancements and
'nerfs' we've made to the game since launch. And while we probably forgot
some things, both negative and positive (please let us know and I'll update
the document), I think it puts in perspective the ratio of positive vs.
negative changes to the game we've made. I also feel it heartily
invalidates the assertion that we are out to make the game harder or to have
players advance slower overall, or that 'all we do is nerf'.
The following is broken down by class, and then addresses those changes made
that affect the whole game. Changes we feel are positive from just about any
perspective are denoted with a '+', and those some players might consider a
'nerf', but that we felt were important for the long term health of the
game, are denoted with a '-'.

(again, I'm sure we've forgotten some things, both '+' and '-'; please feel
free to comment and add items).

WIZARDS:
+ Added additional means by which to obtain Ice Comet
+ Made Researching much easier
+ Added more high level spells
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Enhanced AoE Spells to let Wizard effect more creatures
+ Added Plane Travel Spells
+ Enhanced Specific Wizard Stun Spells
+ Added AoE slow monster spell (c.f. Bonds of Force)

RANGERS:
+ Introduction of better average armor that is easier than most to get
+ Critical Bow hits
+ Many new quests requiring a tracker to find outdoor spawn
+ Made Ebony Blade group friendly
+ More variety of items obtained via the Forage skill
+ Increased defensive skill caps (parry, dodge)
+ Added innate resistance to fire and cold
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added additional Ranger Spells
+ Changed Some Spell Casting Skills to allow easier Skilling
(c.f. Dance of the Fireflies)

DRUIDS:
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ Many new quests requiring a tracker to find outdoor spawn
+ Increased druid's tracking ability
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Enhanced Pet/Charmed Animal Pathing
+ Enhanced Some Druid Anti-Movement Spells (c.f. Ensnare,
Grasping Roots, etc.)
+ Lowered the Casting Level of Some Druid Teleport Spells

PALADINS:
+ Added Archery
+ Added innate resistance to disease
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Increased stats of Armor of Ro items

SHADOWKNIGHTS:
+ Spell changes (added lifetap)
+ Made Harm Touch less resistible
+ Added innate resistance to poison and disease
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ Added more Class Specific Quests
+ Added more Class Specific Items
+/- Feign Death Changes - Better for Low Level Character, Better
for High Level once learning curve has passed
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Changes to Pet Appearances

CLERICS:
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
- Resurrect Changes (Players come back sick)
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Reduced the Casting Time of Some Spells (c.f. Word of
Healing/Health, Ward Series)

MONKS:
+/- Feign Death Changes - Better for Low Level Character, Better
for High Level once learning curve has passed
+ New tailoring armor
+ Added items that boost stats, etc.
+ Added innate resistance to fire
+ Added more Class Specific Quests
+ Added more Class Specific Items

NECROS:
- LifeTap/Dots changed
+ Some Lifetap Spells Made more mana efficient
- High Level (39+) Pets weakened
+ DOTs made more efficient
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Necromancer Pet Buff Spells Strengthened
+ Added Special Items to let Necromancers Summon Stronger Pets
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Lots of New Spells (c.f. Screaming Terror, Pact of Shadow,
Vampiric Curse, Bond of Death, Summon Corpse, etc.)
+ Enhanced Call of Bones Series
+ Enhanced Screaming Terror
- Added a Recast Time to Pact of Shadow
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Added New Looks to Necromancer Pets
- Removed Charm
+ Enhanced Pet Pathing
+ Reduced the Casting Time of Some Necromancer Spells
+ Made Research Easier & Fixed Broken Research
+ Added Quests to let Necromancers Quest (instead of Research) their pets
+ Enhanced Effectiveness of Some Spells (Shadow Vortex, Surge of
Enfeeblement, Ignite Bones, Dead Man Floating, etc.)

Magicians
+ New summon item spells
- High Level (39+) Pets weakened
+ Better mid+ level pets (they cast spells now)
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Magician Pet Buff Spells Strengthened
+ Enhanced Pet Pathing
+ Added Special Items to let Magicians Summon Stronger Pets
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Made Magician Research Easier - especially for their pets
+ Added Spell Effects to most Magician Summoned Items
+ Enhanced AoE Spells to let Magicians effect more creatures
+ Reduced Mana Cost of Damage Shields
+ Reduced Casting Time of Ward Series
+ Made the Malise Series Stack Better
+ Made the Burnout Series Better

BARDS:
+ Added stat and other bonuses to instruments
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Added Addition Effects to Some Bard Songs
+ Added New Bard Songs
+ Added Ability for Bards to Punch 'Magic Only' Creatures
+ Increased the Power of Some Bard Songs (c.f. Chant Series,
Fifil's, etc.)

WARRIORS:
+ Added critical melee hits
+ Later increased chance of critical hits
+ More Hit Points
+ Innate Magical Resistance
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added Berserking

ROGUES:
+ Added Poison skill
+ Thrown Weapon Critical Hits
+ Minimum Backstab Damage Implemented
+ Minimum Backstab Damage Later Upped

+ Hide/Sneak Enhanced
+ Added innate resistance to poison
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Improvements to Poison Skill

ENCHANTERS:
+ Jewelry Trade
- High Level (39+) Pets weakened
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Made Tishan stack better and removed recasting time
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Increased Durations of All Illusions
+ Made Research Easier
- Made Illusion Wolf OD Only
+ Added Mana Enchant Spells to Allow Item Enchantment
+ Made Enchanter Pets Look Different
+ Enhanced Certain Spells (curse of the simple mind, etc.
+ Added More Effects to High Level Illusion Spells
+ Better Pet Pathing

SHAMAN:
+ Added Shrink Spell
- Took too long to recognize Alchemy bug
- High Level (39+) Pets weakened
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Made Malise stack better and removed recasting time
+ Better Pet Pathing
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ DoT's Made Stronger
+ Corrected Bug that let monsters attack you from far distances
through your pet
- Removed Charm Spell
+ Increased the Duration of Buffs

ALL MELEE:
+ Purchasable Potions added, giving more versatility to melee
classes and adding a money sink to the game to help the economy


ALL CASTERS:
- Removal of Manastone
+ Made it such that you can see meditating (levels 35+)
+ Implemented Specialization

ALL:
+ HALVED experience loss death penalty
- Removal of weightless box spawn
+ Purchasable weightless box added
- Introduction of Frenzy code (after level 19)
+ New emotes and animations
+ New graphics for weapons
+ Populated Plane of Fear
+ Populated Plane of Hate
+ Populated Kedge Keep
+ Populated and added Temple of Solusek Ro
+ Increased range for evac and teleport spells
+ Added second boat between Freeport and Butcherblock
+ Added class specific quests for many classes
+ Increased treasure and experience gain rewards for many older quests
- Upgraded NPC AI such that if an NPC is stuck it can teleport
around obstacle
+ Added /follow command
+ Added adjustable clipping plane
+ Added /yell command
+ Added /friends list

+ Increased frequency and complexity of dynamic quests and events
+ Added ability to rearrange spells in spellbook
+ Added additional chat filters

-Brad
Last edited by Sunderfury; 09-25-2019 at 04:34 PM..
  #2  
Old 09-25-2019, 04:22 PM
Verityn Verityn is offline
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Quote:
Originally Posted by Sunderfury [You must be logged in to view images. Log in or Register.]
Were class specific armors in at launch? (Crafted, etc) and timeline rules in place for them? Found a mention on newsgroups about them being "newer" which were indicated they weren't available at launch, but didn't find a date of release. Found some mentions of August 1999 in other threads... too lazy to search patch notes :-/

Class Armor quests:
If they were available at release then people were unaware of them for a while.
  #3  
Old 09-25-2019, 04:05 PM
Nirgon Nirgon is offline
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Loved looting the shields and necklaces left behind on the troll guards when druids killed them on my newb chars


Oh! Reminds me of another one - the kiting nerf shouldn't be in at launch
  #4  
Old 09-25-2019, 05:11 PM
Kraznor Kraznor is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]

Oh! Reminds me of another one - the kiting nerf shouldn't be in at launch
This.
  #5  
Old 09-25-2019, 05:27 PM
Jibartik Jibartik is offline
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Quote:
Originally Posted by Kraznor [You must be logged in to view images. Log in or Register.]
This.
September 13th 1999! [You must be logged in to view images. Log in or Register.]
  #6  
Old 09-25-2019, 05:33 PM
loramin loramin is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Oh! Reminds me of another one - the kiting nerf shouldn't be in at launch
Quote:
Originally Posted by http://wiki.project1999.com/Patch_Notes#September%2013,%201999
DoT Changes
If the monster is in melee with you, there is no change to how a DoT spell works.
If the monster is running away from you (fear, wounded, etc.), there is no change to how a DoT spell works.
If the monster is moving when the damage from the DoT is applied (happens every few seconds), it will take 66% of the damage that it would have taken.
DoT spells have all had their duration slightly increased. If the monster moves for 18 seconds during a fight, it will take as much damage from the DoT as it would before the patch. If the monster moves for less then 18 seconds during a fight, your DoT will do more damage then it would have done before the patch. If the monster moves more then 18 seconds during the fight, it will take less damage then it would have before the patch.
And also just a general note: I can't speak for Nilbog, but I'm guessing he would find it helpful if people could provide patch dates. After all, he's not just disabling these things at launch, he's also enabling them in some future patch, so presumably he needs to know the patch date to do that.

P.S. I'm NOT trying to discourage anyone from submitting patch-less stuff! I'm just saying, if you have the time ...
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Last edited by loramin; 09-25-2019 at 05:47 PM..
  #7  
Old 09-25-2019, 04:34 PM
Jibartik Jibartik is offline
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Original Paw [You must be logged in to view images. Log in or Register.] We need that teens level content on the soon to be 4k emu server! <3
  #8  
Old 09-25-2019, 05:05 PM
Danth Danth is offline
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--Darkforge NPC's were originally in Mistmoore and Unrest. Moved to Sol-Ro at some point later, I don't know when.

--Armor of Ro combines could originally FAIL. Dunno the trivials. Again it was changed fairly early on after a (understandable) outcry.

Shadow Knights' original spell set was terrible. There was a reason it was regarded as the worst class in the game, and was the least-played. I don't think they even got a pet until level 15, but did get a few spells (a pet heal at 15, and I think voice graft at 30) which were later replaced with other spells. I only dabbled with an SK as an alt in those days so I do not remmeber the specifics but perhaps this can point someone else in the right direction. Also, was life-leech pre-kunark? The Paladin equivalent (divine might) was obviously post-kunark, and I definitely recall it being patched in later because Paladins were PO'd and complaining that SK's got a new spell while they did not. Notably the life leech spell requires no kunark drops or kunark zones (unlike the Paladin spell).

Danth
  #9  
Old 09-26-2019, 05:01 AM
Hoppkins_Wytchfinder Hoppkins_Wytchfinder is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
--Darkforge NPC's were originally in Mistmoore and Unrest. Moved to Sol-Ro at some point later, I don't know when.

--Armor of Ro combines could originally FAIL. Dunno the trivials. Again it was changed fairly early on after a (understandable) outcry.

Shadow Knights' original spell set was terrible. There was a reason it was regarded as the worst class in the game, and was the least-played. I don't think they even got a pet until level 15, but did get a few spells (a pet heal at 15, and I think voice graft at 30) which were later replaced with other spells. I only dabbled with an SK as an alt in those days so I do not remmeber the specifics but perhaps this can point someone else in the right direction. Also, was life-leech pre-kunark? The Paladin equivalent (divine might) was obviously post-kunark, and I definitely recall it being patched in later because Paladins were PO'd and complaining that SK's got a new spell while they did not. Notably the life leech spell requires no kunark drops or kunark zones (unlike the Paladin spell).

Danth
OOOOF a failed quest armour combine

<NPC> Hrm...urmmm that usually works....

Cleric set was awful too. Some of it had INT on. I mean wtf were they thinking.

Saying that on green the AC alone will be decent.


76 AC for full set (not that many bothered with full set) most just got the bracer for +5 WIS
  #10  
Old 09-26-2019, 05:49 AM
Palemoon Palemoon is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
Shadow Knights' original spell set was terrible. There was a reason it was regarded as the worst class in the game, and was the least-played. I don't think they even got a pet until level 15, but did get a few spells (a pet heal at 15, and I think voice graft at 30) which were later replaced with other spells. I only dabbled with an SK as an alt in those days so I do not remmeber the specifics but perhaps this can point someone else in the right direction.
Danth
Shadow Knights started out day one with the 4th level necro pet at level 9 and then the other pets as we know them. In beta they had the level 1 necro pet at level 9 and it of course insta died so they changed it.

I seem to remember not getting lifetaps at release, but only a bit later, and when they did add them they had something ridiculous like 2x or 3x the regular mana cost. That was later removed.
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