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  #1  
Old 12-27-2020, 06:51 PM
Loke Loke is offline
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All my posts have been direct replies to comments you've made which bring up the Vulak/Zlex issue - so if your intent is to drop that issue, you aren't doing a very good job of it.

Also, thanks for your concern, but I don't think a forum dedicated to an elf sim is really the place to be solving the issues relating to the mental states of individuals. If that is your goal, I think you're going to be disappointed.
  #2  
Old 12-27-2020, 07:00 PM
lookitsjb lookitsjb is offline
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Originally Posted by Loke [You must be logged in to view images. Log in or Register.]
All my posts have been direct replies to comments you've made which bring up the Vulak/Zlex issue - so if your intent is to drop that issue, you aren't doing a very good job of it.
I can see that now, yes...

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Originally Posted by Loke [You must be logged in to view images. Log in or Register.]
Also, thanks for your concern, but I don't think a forum dedicated to an elf sim is really the place to be solving the issues relating to the mental states of individuals. If that is your goal, I think you're going to be disappointed.
Definitely not trying to resolve anyone's mental state, but more bring to light the toxicity of the community and it's impact on individuals, using this particular thread-opener as a "guiding light".
Is the text that comes after your name in a 20 year old game that's been time locked in current-era for 6+ years really so important, that we cant honestly work together? After this long, hasn't anyone realized that the tag you fly in game isn't permanent, and the people you once competed against will likely be your guildmates once your current guild goes belly up for whatever reason?
  #3  
Old 12-27-2020, 07:09 PM
Loke Loke is offline
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Originally Posted by lookitsjb [You must be logged in to view images. Log in or Register.]
Definitely not trying to resolve anyone's mental state, but more bring to light the toxicity of the community and it's impact on individuals, using this particular thread-opener as a "guiding light".
Is the text that comes after your name in a 20 year old game that's been time locked in current-era for 6+ years really so important, that we cant honestly work together? After this long, hasn't anyone realized that the tag you fly in game isn't permanent, and the people you once competed against will likely be your guildmates once your current guild goes belly up for whatever reason?
Some people like the competition. Basically every other EQ server has some form of rotation or cooperation. P99 is unique and largely remained as popular as it has because it is the one server that has traditionally catered to a more hands off competitive raid scene.

As for the toxicity, why is it bad? Are online games not the best place for people to exercise their demons a bit? One of the other games I like to play is Rust, specifically because it is so toxic. When someone fucks me over in Rust I don't assume they're a bad person or lecture them on how we should all play nice - because that is part of what makes the game interesting. It is exactly because these games basically mean nothing in the grand scheme of things that toxicity doesn't matter. No one is actually being materially harmed because we're all bored nerds slinging shit at each other, and it certainly isn't a problem anyone should be devoting any sort of significant time to solving.
  #4  
Old 12-27-2020, 07:25 PM
lookitsjb lookitsjb is offline
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Originally Posted by Loke [You must be logged in to view images. Log in or Register.]
Some people like the competition. Basically every other EQ server has some form of rotation or cooperation. P99 is unique and largely remained as popular as it has because it is the one server that has traditionally catered to a more hands off competitive raid scene.

As for the toxicity, why is it bad? Are online games not the best place for people to exercise their demons a bit? One of the other games I like to play is Rust, specifically because it is so toxic. When someone fucks me over in Rust I don't assume they're a bad person or lecture them on how we should all play nice - because that is part of what makes the game interesting. It is exactly because these games basically mean nothing in the grand scheme of things that toxicity doesn't matter. No one is actually being materially harmed because we're all bored nerds slinging shit at each other, and it certainly isn't a problem anyone should be devoting any sort of significant time to solving.
That may work for Rust, but is pretty clear-cut against the rules in P99 EQ. I mean there's literally a rule-set dedicated to "Play Nice". I don't think arguing toxicity is something that's part of this game is applicable here. I'd argue further that toxicity was what lead to 2 guilds being banned, reinforcing that toxicity is not tolerated here.
  #5  
Old 12-27-2020, 07:48 PM
Loke Loke is offline
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Originally Posted by lookitsjb [You must be logged in to view images. Log in or Register.]
That may work for Rust, but is pretty clear-cut against the rules in P99 EQ. I mean there's literally a rule-set dedicated to "Play Nice". I don't think arguing toxicity is something that's part of this game is applicable here. I'd argue further that toxicity was what lead to 2 guilds being banned, reinforcing that toxicity is not tolerated here.
There is a middle ground. If you think the server is toxic now, you should have been around in the IB/DA/FE/TMO days... p99 is basically a daycare playground compared to back then.

I'm not advocating for straight up breaking the rules, but talking shit on the forums or discord literally hurts no one, and I would argue makes the server more interesting. Back in the day we used to regularly have like 100+ page RnFs with IB, DA, TMO and spectators from other guilds going back and forth. Now RnF is basically a mixture of General and Off-Topic. I mean, what is the point of even having a RnF forums if Rants and Flames are considered "toxic"?

Most normal, well adjusted people don't take this shit seriously. I can't even count the number of people I've shit on during an issue we're on different sides of, but actually like and get along with. Most of the people who have been raiding here for any significant amount of time have been around long enough that they realize how incestuous the guild factions have become at this point, so while you might argue issues in the moment, holding grudges is pointless.

The issue with this server right now isn't "toxicity", its an unclear and overly burdensome set of rules that enables lawyer questing and requires players the have some sort of encyclopedic knowledge of all the constantly changing ruling precedents.
  #6  
Old 12-27-2020, 09:08 PM
greasemonk greasemonk is offline
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Originally Posted by Loke [You must be logged in to view images. Log in or Register.]
The issue with this server right now isn't "toxicity", its an unclear and overly burdensome set of rules that enables lawyer questing and requires players the have some sort of encyclopedic knowledge of all the constantly changing ruling precedents.
You literally just described the mechanics of Everquest and are surprised that the metagame shifted towards an in-system adjustment towards its end-game.

This mother fucker needs Jesus.
  #7  
Old 12-27-2020, 10:49 PM
Loke Loke is offline
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Originally Posted by greasemonk [You must be logged in to view images. Log in or Register.]
You literally just described the mechanics of Everquest and are surprised that the metagame shifted towards an in-system adjustment towards its end-game.

This mother fucker needs Jesus.
What are you even talking about? Only allowing 2 mages has nothing to do with the mechanics of everquest. Not allowing characters designated as "trackers" get FTE has nothing to do with the mechanics of everquest. Restricting what buffs racers can use (or races themselves) have nothing to do with the mechanics of everquest. limiting the number of mobs a guild can engage at once has nothing to do with the mechanics of everquest. Imaginary lines that only a certain number of players can cross have nothing to do with the mechanics of everquest. restricting where raids are allowed to kill a mob has nothing to do with the mechanics of everquest. I could go on...

Nothing I was talking about has to do with the mechanics, it all has to do with a succession of staff imposed rules that aren't actually updated or compiled in full anywhere that I know of, and seem to change depending on the whim of which particular member of the staff you're dealing with.

You know when the server rules were simple? No-CSR VP, and I'd argue that was also one of the most fun and popular raid eras on this server. Even in classic / kunark, raid petitions where pretty much limited to blatant trains... because there weren't a myriad of esoteric rules people could debate over endlessly.

Want to fix the raid scene? Scrub the rule book clean, enforce things already in the PNP (e.g. no training), and make minor adjustments if/when they arise and are necessary. Continuing to pile new rules onto a system spanning multiple game eras and server staff only adds more fuel to the petition-quest fire.
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