Project 1999

Go Back   Project 1999 > Red Community > Red Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 09-02-2013, 12:21 PM
runlvlzero runlvlzero is offline
Banned


Join Date: Mar 2010
Location: In a motherfucking awesome place.
Posts: 2,801
Default

After thinking. Hardcoded locked in place teams based on race and religion are bad. Yeah its great immersion. But not the cure.

SZ came close but it fell short in a lot of ways.

R99 can do better than SZ.
  #2  
Old 09-04-2013, 09:10 AM
Vandy Vandy is offline
Sarnak

Vandy's Avatar

Join Date: Jun 2012
Location: Lafayette, LA
Posts: 283
Default

Quote:
Originally Posted by runlvlzero [You must be logged in to view images. Log in or Register.]
After thinking. Hardcoded locked in place teams based on race and religion are bad. Yeah its great immersion. But not the cure.

SZ came close but it fell short in a lot of ways.

R99 can do better than SZ.
Red99 is stale. You have absolutely no new influx of players. Those that do start there are alone in the wild and are quickly griefed off the server. If you are happy with the current population and pvp level of R99 then continue to play there by all means.

I think that the early days of the server will be the most critical if you can get people to invest time to around level 30 they will most likely stay and play. That is why I support the idea of level limits for an initial period of time before the level limit is removed. This will allow the casual players to actually level up at a similar pace as those people who can play eq 24/7 and don't have other obligations.
  #3  
Old 09-04-2013, 01:39 PM
Masq Masq is offline
Sarnak


Join Date: Apr 2011
Posts: 383
Default

One of the most original and thought out suggestions for the new PvP server. While I'd prefer a blue server, this sounds like something I could get behind and give a shot at.
  #4  
Old 09-04-2013, 04:53 PM
wrxBRAH wrxBRAH is offline
Kobold

wrxBRAH's Avatar

Join Date: Aug 2010
Location: San Jose, California
Posts: 152
Default

A very well thought out proposal Vex. I'd play on this server.
  #5  
Old 09-06-2013, 09:27 AM
Elderan Elderan is offline
Planar Protector

Elderan's Avatar

Join Date: Aug 2012
Posts: 1,425
Default

Quote:
Originally Posted by Vandy [You must be logged in to view images. Log in or Register.]
Red99 is stale. You have absolutely no new influx of players. Those that do start there are alone in the wild and are quickly griefed off the server. If you are happy with the current population and pvp level of R99 then continue to play there by all means.

I think that the early days of the server will be the most critical if you can get people to invest time to around level 30 they will most likely stay and play. That is why I support the idea of level limits for an initial period of time before the level limit is removed. This will allow the casual players to actually level up at a similar pace as those people who can play eq 24/7 and don't have other obligations.
R99 is stale due to the focus on raid level people. R99 needs alot more people from 1-55 range not more raiders. But right now R99 gets 147 people avg and thats not far from where we need to be. A target of 300 average is reasonable for any pvp server and much larger then any emu pvp server out there.
  #6  
Old 09-02-2013, 12:32 PM
Rec Rec is offline
Fire Giant


Join Date: Aug 2013
Posts: 633
Default

SZ can be improved like anything else. I am still confident SZ like would win any vote though [You must be logged in to view images. Log in or Register.]
  #7  
Old 09-02-2013, 02:02 PM
Zuranthium Zuranthium is offline
Planar Protector

Zuranthium's Avatar

Join Date: May 2011
Location: Plane of Mischief
Posts: 1,906
Default

The original post of the thread is beautiful. Give us exactly that server.

I'd just add in one extra modification - the Good and Neutral teams should be able to collectively vote upon individuals within their team that they want to be able to kill. This server definitely needs to have no rules and no GM interference, aside from fixing bugs and banning hackers/boxers. Let the players handle EVERYTHING on their own. As such, the good and neutral teams need to be able to weed out trolls. If enough people within the team 'report' a certain individual, then that individual should become killable for a period of 24 hours.
__________________
  #8  
Old 09-02-2013, 02:54 PM
Old_PVP Old_PVP is offline
Sarnak

Old_PVP's Avatar

Join Date: Oct 2012
Location: Insanity's Edge
Posts: 472
Default

Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
The original post of the thread is beautiful. Give us exactly that server.

I'd just add in one extra modification - the Good and Neutral teams should be able to collectively vote upon individuals within their team that they want to be able to kill. This server definitely needs to have no rules and no GM interference, aside from fixing bugs and banning hackers/boxers. Let the players handle EVERYTHING on their own. As such, the good and neutral teams need to be able to weed out trolls. If enough people within the team 'report' a certain individual, then that individual should become killable for a period of 24 hours.
Great idea. This would keep the no lifers that are hell bent on same team training and x-teaming in check.

I also agree this modified SZ type server that the original poster describes is pretty close to perfection.

Make it so GMs!
  #9  
Old 09-02-2013, 03:31 PM
Vexenu Vexenu is offline
Planar Protector


Join Date: Feb 2012
Posts: 1,221
Default

I want to expand on a few points here in response to the ongoing debate about a ruleset.

Item loot: nilbog and a few others seem to like the idea of some sort of item loot. It's inarguable that item loot heightens the PvP experience, but it works out much better in theory than in practice. Ultimately what item loot does is make PvP less frequent and less fun. It encourages ganking and lopsided fights, because it's never smart to risk your gear if you don't have to.

Item loot also ends up contributing to the imbalance of the server by favoring the most hardcore players who can secure a full set of no-drop gear. So those players can essentially PvP risk free, with nothing to lose and everything to gain, while more casual players wearing droppable gear have everything to lose and nothing to gain. And of course, item loot also strongly favors casters, who don't rely on gear at all compared to melees.

Item loot would do more than anything else to kill a new server before it even got off the ground. Even most Red players don't want item loot. Given the love of griefing on Red, that should tell you something. It's just a mechanic that the vast majority of EQ players have no interest in. Item loot is not needed as an incentive to PvP with SZ rules. The incentives to PvP with SZ rules are: pride, zone control, mob competition and simply to survive. The end result is that you get a lot more PvP occurring without item loot in place, and the PvP that does occur is much more fun and meaningful, rather than naked casters and lopsided gank squads rolling people.

PVP level ranges: Level ranges seem like a good idea to prevent griefing, but they take a way an awful lot from the immersion of the server and lead to a lot of problems with out of range healers. Having no level ranges like on Sullon Zek sounds, on paper, like it would result in a ton of griefing, but it doesn't work out like that in practice. Also, if the new server utilized the level caps during the weeks after server launch like I suggested in my first post, that would virtually eliminate the possibility of high levels griefing newb areas during the critical early period of the server's life. As the server matured and the level caps came off, the possibility for high level characters to grief newbie zones would emerge, but by then each team would have a sufficient number of leveled characters to defend its newbies. The team chat channels would assist this as well by making it very easy to summon help.

There's really no need to devise a complicated system for determining which players you can attack based on whether or not they cast a heal and fall into a given level range. Just allow any character over level 10 to be attacked. With accelerated XP in place, most characters will not be under level 20-30 for long, anyway.

No level ranges is what allows for zone control to emerge, which is a huge dynamic on a Teams server. With level ranges in place, higher level players are basically unable to defend their lower level teammates from PKs. And level ranges ultimately do nothing to stop determined griefers, who will simply used supertwinked characters with high level healers supporting them. With no level ranges in place, the high level members of a team have the freedom to simply attack and kill any enemy who harasses that team's leveling zones. This means that in order to truly grief hard, a player must go out of his way with a max-level character, repeatedly and during off-peak hours when help can't be summoned immediately. Which brings me to my next point...

Griefing: There seems to be a small minority of players who want nothing more than to inflict suffering on others and to intentionally make the new server fail. These people most likely have some kind of severe IRL problems that result in them feeling completely powerless and angry toward the world, so they enjoy taking revenge in a virtual world where they can feel powerful. I would recommend removing these people from the box by having GMs take action against their accounts without warning if they repeatedly demonstrate retarded and purposeless griefing behavior like slaughtering and corpse camping newbies, or deliberately abusing team protections to grief their own team, etc... I'm not advocating banning players who do this a few times or every now and then, but only those who literally go out of their way to shit on the server and deliberately abuse the ruleset to try to sabotage it and make people quit. The server and staff simply have no obligation to tolerate this behavior. It would be like a restaurant allowing patrons to come in, trash the place, spray every other diner with bottles of ketchup, then leave without paying. People like this are the reason that Red failed, and there seem to be a handful of people who would deliberately try to make the Teams server fail. There's just no reason to put up with that.

You could even grief the griefers with less punitive measures, like hitting them with an undispellable snare with an hour long duration or a debuff setting all their stats to -100. Basically, just give them a taste of the grief they love to inflict on others. Most of these people just need to have their asses kicked, so to speak, to wake them up and make them realize what shitheads they are. Once they are on the receiving end of some grief, I think most of them will wise up and not make it their life's mission to sabotage the experience of a 14 year old elf simulator. But GM's should not be afraid to step in and regulate on players who repeatedly attempt to shit up the server to compensate for their failures IRL.
  #10  
Old 09-04-2013, 05:01 PM
runlvlzero runlvlzero is offline
Banned


Join Date: Mar 2010
Location: In a motherfucking awesome place.
Posts: 2,801
Default

I still like the idea of Dullah's teams. Being able to select team is important. But I would be in favor of min/max races being default discord or FFA team.

This is a better rules set for a more RP oriented server. Which, the EMU community sorely needs. But will it retain PvP players?
Closed Thread


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 07:54 PM.


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 - 2026, Jelsoft Enterprises Ltd.