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  #61  
Old 06-04-2025, 01:47 PM
nyclin nyclin is offline
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Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
Doubt the OG EQ devs ever intended pets to be tracking bots negating the need for Ranger tracking etc. if you were trying to find a specific spawn.
emergent gameplay in MY everquest? well I never...

original devs also never foresaw kiting, pulling, or people being giant greedy dickbags but here we are
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  #62  
Old 06-04-2025, 02:26 PM
DrunkenGymkata DrunkenGymkata is offline
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Originally Posted by Garnaak [You must be logged in to view images. Log in or Register.]
Crystal Spiders, Crystal Golems, Crystal Gargoyles all classic earth models?
I came to point this out for Golems in the Tower of Frozen Shadow. Should be the "crystal" models, are the "Earth" ones.
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  #63  
Old 06-04-2025, 03:12 PM
Jimjam Jimjam is offline
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Originally Posted by WarpathEQ [You must be logged in to view images. Log in or Register.]
I could see that for classic, you have to think by the time kunark rolled out they knew it was the imergent behavior. In that regard it does seem like kunark raid content was designed as anti-CH chain with low HP and high AOE dmg mobs designed for burn it down or die engages that nullify the benefits of CH chains, but most velious content wouldn't be doable without it.

I never did VP back on classic live so I'm not sure that P99 100% mirrors classic mechanics but I'm more interested about the intent for that zone's design which seems to have really forced guilds into the train out all the trash and pull in the dragon meta that we see pervasive on P99 (leading to the overwhelming majority of raid concerns).
The kunark mobs weren’t low hp. They were max hp! They didn’t unhardcode the 32k max hp until velious.
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  #64  
Old 06-04-2025, 05:00 PM
cd288 cd288 is offline
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Originally Posted by nyclin [You must be logged in to view images. Log in or Register.]
emergent gameplay in MY everquest? well I never...

original devs also never foresaw kiting, pulling, or people being giant greedy dickbags but here we are
Not at all analogous lol. At least try harder
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  #65  
Old 06-04-2025, 08:50 PM
Potus Potus is offline
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Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
Not at all analogous lol. At least try harder
It's a perfect analogy. There are dozens more. Changing the game based upon developer intent is a huge can of worms.
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  #66  
Old 06-04-2025, 09:49 PM
Goregasmic Goregasmic is offline
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Originally Posted by nyclin [You must be logged in to view images. Log in or Register.]
emergent gameplay in MY everquest? well I never...

original devs also never foresaw kiting, pulling
If this is true... they never played their game until release?

I find it hard to believe they gave snare to multiple classes early on and never figured out it would let players outrun mobs. Or having the beefiest/fastest player bringing mobs to the group was unforseeable. FD splitting is more advanced but why even bother giving harmony/lulls to like 8 classes if it isn't for pulling?

Like if you told me they didn't foresee AE groups that's one thing but kiting? They thought people would just make roaming bands of murder hobos?
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  #67  
Old 06-04-2025, 10:10 PM
Zuranthium Zuranthium is offline
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Originally Posted by nyclin [You must be logged in to view images. Log in or Register.]
emergent gameplay in MY everquest? well I never...

original devs also never foresaw kiting, pulling, or people being giant greedy dickbags but here we are
Oh, they definitely knew about people being greedy and murderous. They had experience with MUD's and Everquest was built to have people fighting over NPC's. They simply didn't like from certain MUD's that getting the killing blow on an NPC gave that person all the exp. Their fix was making it so the group who did the highest amount of damage got the exp.

Kiting and pulling being emergent are things that make sense with the spells being used to do it. Pets that are just meant to be dumb magical blobs being able to instantly detect NPC's from miles away? Nonsensical and never something they'd keep around.
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  #68  
Old 06-04-2025, 11:26 PM
oracle333 oracle333 is offline
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My friend said they removed the swords from the OOT sisters. Is that true? Why??
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  #69  
Old 06-04-2025, 11:51 PM
Potus Potus is offline
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Originally Posted by Goregasmic [You must be logged in to view images. Log in or Register.]
If this is true... they never played their game until release?

I find it hard to believe they gave snare to multiple classes early on and never figured out it would let players outrun mobs. Or having the beefiest/fastest player bringing mobs to the group was unforseeable. FD splitting is more advanced but why even bother giving harmony/lulls to like 8 classes if it isn't for pulling?

Like if you told me they didn't foresee AE groups that's one thing but kiting? They thought people would just make roaming bands of murder hobos?
They literally thought the game would be entire groups of players moving through areas slowly as they explored and roleplayed. They didn't envision stuff like camping mobs. They were really surprised people sat at one spot for hours. Snare is to prevent runners. Lull and harmony are to break up monsters as you move into rooms. FD splitting and pulling was not part of the "vision" at all.

They never thought about 99% of the stuff in the game, they didn't even know what they were making at the time.
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  #70  
Old 06-05-2025, 02:26 PM
cd288 cd288 is offline
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Quote:
Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
They literally thought the game would be entire groups of players moving through areas slowly as they explored and roleplayed. They didn't envision stuff like camping mobs. They were really surprised people sat at one spot for hours. Snare is to prevent runners. Lull and harmony are to break up monsters as you move into rooms. FD splitting and pulling was not part of the "vision" at all.

They never thought about 99% of the stuff in the game, they didn't even know what they were making at the time.
Nah I believe the devs have said they envisioned that kiting might be a strategy with snare, which was why DoT damage being reduced if not snared was quickly added in the classic era when the devs realized that yes kiting was being used, which was expected, but that people weren't actually using snare to help do it because they could just outrun with SoW etc.
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