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  #61  
Old 06-24-2025, 09:18 PM
Zuranthium Zuranthium is offline
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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
This is an everquest emulator, it emulates everquest. We're discussing everquest.
Indeed, and you show little-to-no comprehension of what EQ is supposed to be. The type of raiding you talk about is NEVER what existed in classic Everquest, nor what the designers ever wanted for the game, nor something that is skillful or interesting for an actual competitive gamer or RPG player. And ofc you continue to ignore the takedowns of all the other dumb rhetoric you tried to push, and fact that PvP creates greater depth of gameplay.

"Competitive raiding" didn't even exist during classic EQ on PvE servers, except in the form of global firsts for killing specific NPC's or getting certain items, which is completely irrelevant now. There was often only 1 guild per server that was capable of doing the top content, and the Play-Nice-Policy dictated rotations between guilds for any contested content (and before the PnP it was DPS racing that determined everything, but it was rare for two guilds with enough of a force to be in the same place at the same time).

If we are talking classic EQ coding/rules only, instead of the best ways to improve the game while maintaining the spirit of what EQ is supposed to be, then the discussion is only about which of these 2 options the raid scene should have: DPS racing or rotations. Nothing else is classic, and my vote is definitely for DPS racing, because that makes the game world more alive.
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  #62  
Old 06-24-2025, 11:38 PM
Ekco Ekco is offline
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>nor what the designers ever wanted for the game
the designers didn't have a unified vision, and the one they had is nothing like the game we ended up with.

this is well fucking documented, their ideas basically got veto'd by the alpha/beta/early players, necessity, compromise and the game's success

EQ as we know it can literally be more attributed to the people in the guide to dev pipeline who were kids addicted to raiding at the time than the original design doc presented to smed

Brad wanted the epic quest to be a fucking scavenger hunt with riddles that would be easily spoiled via a web forum, and Clover or Trost i forget which couldn't even comprehend players pathetic enough to actually want to camp rare loot sitting at a spawn instead of playing the game for what it was with their background in dungeons and dragons.
Last edited by Ekco; 06-24-2025 at 11:40 PM..
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  #63  
Old 06-25-2025, 04:28 AM
Viscere Viscere is offline
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just merge tbh
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  #64  
Old 06-25-2025, 04:35 AM
Jimjam Jimjam is offline
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It's the same server, has been for a while. Just has some odd artificial divide running through.
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  #65  
Old 06-25-2025, 10:47 AM
WarpathEQ WarpathEQ is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Indeed, and you show little-to-no comprehension of what EQ is supposed to be. The type of raiding you talk about is NEVER what existed in classic Everquest, nor what the designers ever wanted for the game, nor something that is skillful or interesting for an actual competitive gamer or RPG player. And ofc you continue to ignore the takedowns of all the other dumb rhetoric you tried to push, and fact that PvP creates greater depth of gameplay.

"Competitive raiding" didn't even exist during classic EQ on PvE servers, except in the form of global firsts for killing specific NPC's or getting certain items, which is completely irrelevant now. There was often only 1 guild per server that was capable of doing the top content, and the Play-Nice-Policy dictated rotations between guilds for any contested content (and before the PnP it was DPS racing that determined everything, but it was rare for two guilds with enough of a force to be in the same place at the same time).

If we are talking classic EQ coding/rules only, instead of the best ways to improve the game while maintaining the spirit of what EQ is supposed to be, then the discussion is only about which of these 2 options the raid scene should have: DPS racing or rotations. Nothing else is classic, and my vote is definitely for DPS racing, because that makes the game world more alive.
I never once encountered mob/loot rotations during this era on live. Everything was always based on FTE and the mobs went to the raid force that could, organize, engage, and kill the mob first on my server. Certainly there was a hirearchy, no different than how they form on P99 where generally one guild becomes the strongest/most capable/most successful/most geared and other guilds lag behind but continue to compete to get their wins where they can.

Just like we see here the top guild was focused on the most recent end game top mobs (i.e. vulak, KT, Doze), the next most competitive guild was fighting for content in the same most recent expansion, then there would be guilds doing the top content from the prior expansion (in this case kunark, getting their trak kills, VP keys, ect that the top guild is no longer gate keeping after moving onto velious) and then multiple expansions ago the scraps would go to the casuals (i.e. naggy/vox/phinny).
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  #66  
Old 06-25-2025, 11:05 AM
zelld52 zelld52 is offline
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Quote:
Originally Posted by Ekco [You must be logged in to view images. Log in or Register.]
>nor what the designers ever wanted for the game
the designers didn't have a unified vision, and the one they had is nothing like the game we ended up with.

this is well fucking documented, their ideas basically got veto'd by the alpha/beta/early players, necessity, compromise and the game's success

EQ as we know it can literally be more attributed to the people in the guide to dev pipeline who were kids addicted to raiding at the time than the original design doc presented to smed

Brad wanted the epic quest to be a fucking scavenger hunt with riddles that would be easily spoiled via a web forum, and Clover or Trost i forget which couldn't even comprehend players pathetic enough to actually want to camp rare loot sitting at a spawn instead of playing the game for what it was with their background in dungeons and dragons.
one of the original devs wanted the game to be PVP focused, as well. (cant remember their name) but theres an interview with aLovingRobot where he describes his vision of EQ PVP and classes having different benefits based on their specific abilities. he uses the example of an enchanter using minor illusion to turn into a wall-sconce to avoid PVP attackers
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  #67  
Old 06-25-2025, 11:07 AM
zelld52 zelld52 is offline
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Originally Posted by WarpathEQ [You must be logged in to view images. Log in or Register.]
I never once encountered mob/loot rotations during this era on live. Everything was always based on FTE and the mobs went to the raid force that could, organize, engage, and kill the mob first on my server. Certainly there was a hirearchy, no different than how they form on P99 where generally one guild becomes the strongest/most capable/most successful/most geared and other guilds lag behind but continue to compete to get their wins where they can.

Just like we see here the top guild was focused on the most recent end game top mobs (i.e. vulak, KT, Doze), the next most competitive guild was fighting for content in the same most recent expansion, then there would be guilds doing the top content from the prior expansion (in this case kunark, getting their trak kills, VP keys, ect that the top guild is no longer gate keeping after moving onto velious) and then multiple expansions ago the scraps would go to the casuals (i.e. naggy/vox/phinny).
did you play on a super secret server that only elite players played on? there were no FTE races on any of the live servers i played on in Velious era.

Sleeper wasnt awoken until Luclin on most servers. AoW first kill was in Luclin. people didnt even know about Dozekar quests until near 2002. Scout roll was even a mystery until late 2001.
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  #68  
Old 06-25-2025, 12:00 PM
Jimjam Jimjam is offline
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Imo undiscovered / unconquered content from SoL release onward shouldn’t even be on p99.
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  #69  
Old 06-25-2025, 12:09 PM
Ennewi Ennewi is online now
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Quote:
Originally Posted by zelld52 [You must be logged in to view images. Log in or Register.]
AoW first kill was in Luclin.
https://www.project1999.com/forums/s...d.php?t=135290

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Old 01-14-2014, 01:26 PM
Byrjun Byrjun is offline
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AoW was killed twice mid-to-late Velious by the joint forces of Legacy of Steel and Shock of Swords on the Nameless. This was accomplished by charming "Frozen Moses" aka Fjokar Frozenshard.

It was later nerfed, but they killed AoW one more time 100% legitimately just before Luclin released.

...
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Quote:
Originally Posted by zelld52 [You must be logged in to view images. Log in or Register.]
people didnt even know about Dozekar quests until near 2002.
https://web.archive.org/web/20020105...icID=116.topic

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Datalore
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Giant / Dragon faction and Dozekar

The reason for this post is to ask nicely for giant aligned guilds not to interfere with Dozekar the Cursed, a mob that is useful only to dragon aligned guilds. I will explain my points as reasonably and politely as I can and I hope those interested in the matter will do so as well.

Guilds on giant faction have about 20 dragon- or king- level mobs they can hunt in Velious without hurting their faction (NTOV dragons plus Yelinak, Sontalak, Zlandicar, Klandicar, Lend, Telk, Gozz, Dain, Wuoshi, Kelorek'Dar), while guilds on dragon faction have about 5. Not to mention that 3 out of 5 mobs available to dragon guilds are in Kael, and are often killed by giant aligned guilds who have no difficulty with faction, since their faction comes back without effort in the normal course of camping armor in TOV.

Dozekar the Cursed is the one mob that gives a reason to dragon aligned guilds to hold on to their faction. He is a seven day spawn that drops only tears, that are used in quests for folks who are allies to Claws of Veeshan. The rewards are nice, almost on par with North TOV items, but the quests are a royal pain in the ass to complete: you typically need 1-2 tears and 2-3 symbols for each quest. We've killed Dozekar 4 times so far, and killed the named drakes for their symbols a dozen or so times, and we still haven't got the right set of quest items to complete a single quest. NB has also been killing Dozekar for a while now, and to my knowledge they have completed 1 quest. The reason for the very bad yield is that there are tons of different tears and symbols, all no drop, so it takes time and luck to build a collection that will eventually start yielding items.

Given the clear advantage giant aligned guilds (e.g. BOTS, SOT, RF) have in the number of high level mobs they can hunt, and the huge time investment necessary to get loot out of the TOV quests that involve killing Dozekar, I would respectfully ask our friends who have chosen giant faction to leave Dozekar for the dragon aligned guilds (e.g. NB, TL, KIC). Surely there is enough content in the game for everyone, without the need to step all over each other's toes?

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  #70  
Old 06-25-2025, 12:52 PM
zelld52 zelld52 is offline
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Quote:
Originally Posted by Ennewi [You must be logged in to view images. Log in or Register.]
So this proof of a single guild killing Dozekar up to 4 times, 3 months before Luclin release is proof that Dozekar was instant FTE engage across all servers?

Same with AoW. AoW was not killed every 7 days like clockwork.

Neither of these prove the existence of FTE races in Velious era in 2001.
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