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  #1  
Old 09-16-2012, 10:56 PM
Greegon Greegon is offline
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Quote:
Originally Posted by Autotune [You must be logged in to view images. Log in or Register.]
Red needs this.

Add 2 (possibly 3) items.
1) an item that increases XP gained by up to 15%
2) an item that increases coins dropped by up to 15%
3) (if possible) add an item that increases you drop rate chances by up to 15% on items.


Allow them to be picked up from class trainers every week.

Allow people to loot them from corpses and turn them in for random rewards (or turn their own in for rewards)

These items would have different level ranges to help combat exploitation/abuse. So the item given to a lvl 10 would have crappier rewards compared to a lvl 50 item turnin. Allow the items to also stack based on bracket levels, allow 4 to be turned in at once to a different npc for a chance at rarer items and make it so the items cannot be banked.

Next add in xp/loot hot spots that change every 2 weeks. (probably been discussed)

I think Blue has the classic people on lockdown and red just needs it's own style. Right now, red has no Style, it's just blue with a seriously tiny player pool that is over saturated with assholes.

There has to be something to entice people to play on it.
good idea, except for maybe turning them in for items. but i like it.
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  #2  
Old 09-16-2012, 10:01 PM
jdklaw jdklaw is offline
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exp boost on pvp loot interesting
  #3  
Old 09-18-2012, 02:32 PM
LizardNecro LizardNecro is offline
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Dunno if this is too late for the thread, but my thought is:

Hard coded teams:
Hard coded teams (where you cannot xgroup, xbuff, xheal, xrez) are key to encouraging pvp and encouraging grouping. You are incentivized to help people on your team. pvp is also encouraged because you can't raid/group with the other team, so you don't have to worry about burning bridges with future friends. Sullon Zek style hard coded teams (but make it so that each team has access to all classes)
  #4  
Old 09-18-2012, 02:41 PM
SamwiseBanned SamwiseBanned is offline
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Quote:
Originally Posted by LizardNecro [You must be logged in to view images. Log in or Register.]
Dunno if this is too late for the thread, but my thought is:

Hard coded teams:
Hard coded teams (where you cannot xgroup, xbuff, xheal, xrez) are key to encouraging pvp and encouraging grouping. You are incentivized to help people on your team. pvp is also encouraged because you can't raid/group with the other team, so you don't have to worry about burning bridges with future friends. Sullon Zek style hard coded teams (but make it so that each team has access to all classes)
i agree, it would really make this server unique. ffa has always been the least populated eq pvp servers. SZ was the greatest server of all time (discord was pretty badass tho.) it would offer something other than whats out there already (LoZ, Zek)
  #5  
Old 09-18-2012, 02:57 PM
Samrothstein Samrothstein is offline
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Teams would require a relaunch I think.
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  #6  
Old 09-18-2012, 03:38 PM
SearyxTZ SearyxTZ is offline
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Two teams (evil / good) makes the most sense given both the existing city structure of the game (ie: FV outpost and OT outpost) and the history of classic teams servers. Both Vallon Zek and Tallon Zek evolved into this two team structure (even though it was actually 3 teams versus 1 team).

Needs players to be in the same zones or doesn't work, but then again that also applies to FFA. Territory/zone control is a foreign concept when everyone has entire zones to themselves because there's 100+ zones and little incentive to be in the same ones outside of chasing the best loot at the high end.

It's always been unfortunate that virtually every red emu server copied the least popular classic red server which had the most problems and the least amount of pvp (Rallos Zek).



It would not require a relaunch. If Rogean is trying to familiarize himself with classic red EQ, then that is as good of a starting point as any: which of those server rulesets worked best (popularity), and why did they work? How can I make that foundation work with what I have available to me (~5-10% of live server populations)? What design considerations should be made to compensate for that difference?
  #7  
Old 09-18-2012, 03:41 PM
Nirgon Nirgon is offline
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Quote:
least amount of pvp (Rallos Zek)
Yeah ok. There wasn't a day I didn't have several PvP fights on RZ, that includes on alts. SZ? LOTS of time solo xping in Highkeep, no pvp.

As far as teams:

Searyx planning on making Iksar monk? Or would you roll human to be the "lone wolf"?
Not to mention almost every shaman is going to be evil..

Do you realize if you split this current or even the population at launch up what it would look like? Again, it would be a solo fest... people dropping off etc. This kind of population doesn't support a teams server, even if it is a cool ideal to hold.

I'd stand for a teams remake because people might actually come back and play it, but then again, with the reasons listed above... there just isn't a population to support it.
  #8  
Old 09-18-2012, 05:36 PM
Aerist Aerist is offline
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Quote:
Originally Posted by SearyxTZ [You must be logged in to view images. Log in or Register.]
Two teams (evil / good) makes the most sense given both the existing city structure of the game (ie: FV outpost and OT outpost) and the history of classic teams servers. Both Vallon Zek and Tallon Zek evolved into this two team structure (even though it was actually 3 teams versus 1 team).

Needs players to be in the same zones or doesn't work, but then again that also applies to FFA. Territory/zone control is a foreign concept when everyone has entire zones to themselves because there's 100+ zones and little incentive to be in the same ones outside of chasing the best loot at the high end.

It's always been unfortunate that virtually every red emu server copied the least popular classic red server which had the most problems and the least amount of pvp (Rallos Zek).



It would not require a relaunch. If Rogean is trying to familiarize himself with classic red EQ, then that is as good of a starting point as any: which of those server rulesets worked best (popularity), and why did they work? How can I make that foundation work with what I have available to me (~5-10% of live server populations)? What design considerations should be made to compensate for that difference?


The teams concept has been and will always be the most debated argument at least in regards to what type of pvp server it should be.

Let me be the first to say while i would LOVE the implementation of a teams concept, let us not forget that the actual teams concept didn't last long on live other than sullon zek. VZ and TZ were both team based but people will find a way to group with who they want to, thus cross teaming began.

So what you are really saying is you want a server like SZ (the lowest pop server of the pvp servers at their respective primes).

While I would love a clear set "these are your enemies", it also gives you the "these faggots are your allies deal with it" atmosphere.

If we were pushing 200 to maybe even 300 actual players it would be possible if we had 3 to 4 guilds on each side, however the current population doesn't support it. if we got 75 people on usually, and you split that in half to about 37, then split that even more so into level range, you literally will be soloing your way to 60

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  #9  
Old 09-18-2012, 03:27 PM
Nirgon Nirgon is offline
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http://www.project1999.org/forums/showthread.php?t=3680

Finish this.

Make it mandatory.
  #10  
Old 09-18-2012, 03:38 PM
Cwall Cwall is offline
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mite b cool
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