Project 1999

Go Back   Project 1999 > Red Community > Red Server Chat

Reply
 
Thread Tools Display Modes
  #1  
Old 06-28-2022, 05:19 AM
Pudge Pudge is offline
Planar Protector

Pudge's Avatar

Join Date: Mar 2011
Posts: 1,523
Default

like i said in my pervious post:

-3 teams sullon zek style (3 teams based upon deity choice). but in order to be balanced, team stats and resists based upon population. so the less your team's pop, the more stat bonuses you get. in real time. if at 10pm evils are the most pop, they get 0 extra stats. while goods and neuts get a proportionate boost based on their numbers. if Goods have the least numbers, they get the most stat bonus, because they are only 20% or whatever. this incentivizes people to create characters on the underdog team, according to their playtime. then if a zerg of Goods logs in at 11pm or whatever, Goods don't get a bonus anymore because they are more populous. this gives a chance for the underdogs to contest, and no "dead server because the other guild/team already won". Balance the stats according to population.

-to ensure ppl arent making chars on the opposite team, a limit of 3 chars per account, ip address, mac address, phone number, rogean-spyware, and whatever else. force ppl to log in on their actual team. so less lvl 1 clerics training/spying/gaming the system to lower opposing team's stats by sitting afk. (maybe even 2 factor authentication to log in? this might be going too far for the average enjoyer)

-xp caps: some people have all day to play, but some to not. XP caps will incentivize ppl to pvp (what else do they have to do?) while also adding to the longevity of the server, by creating an environment where people aren't as focused on leveling faster than everyone else, and maybe spent their time PVPing or leveling up their (capped at 3) characters evenly. slowing progression allows for more interpersonal interaction and helping the other ppl on your team (more casual players) by grouping up and getting them some exp. while limiting the grief factor on opposing teams, because you have your own team to help. it will also push people to spread out across zones, both in search of pvp, as well as avoiding it (for those who need to catch up in exp). team areas of control will be grayer/under more contestation

-no item loot. we want to attract blues and pixel farmers. i played on live with item loot. it had its highs and lows, but people want to feel secure. *maybe* item loot on one or two item slots, like rings or earrings. if someone wants to wear their +10 all resist jewels, then that's their risk? no-drop items obviously cannot be looted

-training is legal, unless you - egregiously, obviously - train in a raid zone. we want to lessen the burden on GMs. and hopefully the above mentioned restrictions (on alt-team accounts) limits training.

-no xp loss on pvp death. (but yes coin loot. that's a given, and will making trading with opposing team riskier/trading actual items and not plat more common). make pvp more enticing, not less. dying/losing an area of control is enough of a loss. losers already take enough of a beating.

that's all i got for now. it's past 3am time to hopefully get to bed
__________________
Quote:
Originally Posted by heartbrand View Post
Beware of this poster, he makes unsubstantiated claims and attacks on people
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:44 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.