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  #1  
Old 01-14-2022, 04:22 PM
Shac Shac is offline
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the only way to make eq pvp fun anymore is to cap the levels

first month: 12
2nd month: 24
3rd: 36
4: 50
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  #2  
Old 01-14-2022, 05:21 PM
Tewaz Tewaz is offline
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Also, the day of the power gamer is here and it is awful.

Best part of all these old school games was the percentage of people pushing to end game was so miniscule.

Next P99 server launch will have like 5% of the population not pushing for experience to get to removed item camp lines ASAP.
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  #3  
Old 01-14-2022, 06:16 PM
Gustoo Gustoo is offline
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That’s why it has to have level caps to slow roll the entire damn thing.

On pvp server massing level tens for raid emperor crush for first BIS dwarven ring mail tunic is going to be sweet.

And I agree with everyone. No one played EverQuest to beat it but a small percentage of people. Most people had no idea what the endgame was and had a blast figuring out what to do with zarchoomi’s head in butcherblock and other things as they came across them.

I think the only way to make these servers actually fun to start and participate in is to make it impossible to “break” the game by hitting level 50 in 4 days.

The more players clustered around the same non level 50 and non level 60 levels, the better.

Shac your rollout is okay but I’d rather have it much slower since when it hits 50 it’s game over for new sign ups i would like it like

10 for one month
20 for two months
30 for three months
40 for four months
50 for five months

Reset (or kunark)

And for the post 50 levels at least one month per level so there’s no level 60 rush either. Plenty of time for normal people to progress before the level 60 raid bickering commences.

The new dynamic of trying to complete content without being max
Level will be worth it alone.
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  #4  
Old 01-15-2022, 03:50 PM
Larken Larken is offline
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Quote:
Originally Posted by Gustoo [You must be logged in to view images. Log in or Register.]
That’s why it has to have level caps to slow roll the entire damn thing.

On pvp server massing level tens for raid emperor crush for first BIS dwarven ring mail tunic is going to be sweet.

And I agree with everyone. No one played EverQuest to beat it but a small percentage of people. Most people had no idea what the endgame was and had a blast figuring out what to do with zarchoomi’s head in butcherblock and other things as they came across them.

I think the only way to make these servers actually fun to start and participate in is to make it impossible to “break” the game by hitting level 50 in 4 days.

The more players clustered around the same non level 50 and non level 60 levels, the better.

Shac your rollout is okay but I’d rather have it much slower since when it hits 50 it’s game over for new sign ups i would like it like

10 for one month
20 for two months
30 for three months
40 for four months
50 for five months

Reset (or kunark)

And for the post 50 levels at least one month per level so there’s no level 60 rush either. Plenty of time for normal people to progress before the level 60 raid bickering commences.

The new dynamic of trying to complete content without being max
Level will be worth it alone.
Best idea so far.
Would be a blast and besides all the good points made by Gustoo further down the thread, it also slows down the pace for the rest of us, not having to be stressed of missing the race.
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  #5  
Old 01-15-2022, 09:27 PM
Old_PVP Old_PVP is offline
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Quote:
Originally Posted by Gustoo [You must be logged in to view images. Log in or Register.]
That’s why it has to have level caps to slow roll the entire damn thing.

On pvp server massing level tens for raid emperor crush for first BIS dwarven ring mail tunic is going to be sweet.

And I agree with everyone. No one played EverQuest to beat it but a small percentage of people. Most people had no idea what the endgame was and had a blast figuring out what to do with zarchoomi’s head in butcherblock and other things as they came across them.

I think the only way to make these servers actually fun to start and participate in is to make it impossible to “break” the game by hitting level 50 in 4 days.

The more players clustered around the same non level 50 and non level 60 levels, the better.

Shac your rollout is okay but I’d rather have it much slower since when it hits 50 it’s game over for new sign ups i would like it like

10 for one month
20 for two months
30 for three months
40 for four months
50 for five months

Reset (or kunark)

And for the post 50 levels at least one month per level so there’s no level 60 rush either. Plenty of time for normal people to progress before the level 60 raid bickering commences.

The new dynamic of trying to complete content without being max
Level will be worth it alone.
I like it. One of the things I can't stand about these games anymore are the nerds that rush through every scrap of content and need their ego stroked by being max lvl in 3 days.

  • Cap the levels.
  • Limit the amount of alts. [You must be logged in to view images. Log in or Register.]
  • Let the people fight in rags for a little while.
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  #6  
Old 01-14-2022, 07:53 PM
reebz reebz is offline
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Level caps is such a terrible idea and def only suggest by people who haven't played EQ pvp in the last 5 years or just lost 24/7 if they did.


Level locking on any of the shit box's I've played on has only promoted creating multiple characters. And that sucked because to me because it took away the penalty of dying. Kill someone at Frenzy in lguk and they just log on another capped character somewhere In Norrath to keep farming something else. It's like I don't even exist to them.

Red99 was the same of course after years of stagnation but with OG xp and no Level caps you at least get some time before it happens.

It's not the PvP fest you think it is, it's just more ways for people to avoid it and PvE, which is the goal for most people playing EQ, even on a red server.
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  #7  
Old 01-14-2022, 10:18 PM
A Knight A Knight is offline
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I like level cap ideas. Ideas like that aren't always terrible. It's not bad to throw out crazy ideas. I think unfortunately, the direction modern video games have gone, it has made it scary to throw out absurd ideas just for fun.

- Don't change the original format too much, (Freeport, Nektulos Forest.) I think I remember seeing Nektulos Forest changed, from as open as a zone you can get (A giant square.) to some Final Fantasy linear path.

Thats great and all, but they did that with Diablo 3. Stop buying a game and changing stuff dramatically. That type of idea for a game it's not bad. Just put that in a new game.

I could go on more, but I don't want to rant. So I'm unsure if I should add this last one, because I don't know if it's the guiding force in the universe. But also maybe have some respect for the original creators.

Oh yea and modern FPS have been garbage. I'm not sure I haven't played any new ones in forever. Overwatch was good but overwatch is supposed to be a fun, random, new idea game.

Sorry reebz, my mini video game rant is not directed towards you or anyone in particular. Just ranting for a second there.
Last edited by A Knight; 01-14-2022 at 10:23 PM..
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  #8  
Old 01-22-2022, 04:35 PM
Shac Shac is offline
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Quote:
Originally Posted by reebz [You must be logged in to view images. Log in or Register.]
Level locking on any of the shit box's I've played on has only promoted creating multiple characters. And that sucked because to me because it took away the penalty of dying. Kill someone at Frenzy in lguk and they just log on another capped character somewhere In Norrath to keep farming something else. It's like I don't even exist to them.
This is such a non-point and a lie. You want to dictate how people play on a PVP server, but that's not your decision to make.

Without level caps and character creation caps, on a new server, you get a world where people can do exactly this. You fight them, so they get on an alt or they find another spot to farm. Your point is invalidated when we use the current ruleset.

Even if there was a character creation and level cap, to make sure people were playing one character and not avoiding PVP; which sounds like your reason why you're against level caps. But creating a new way to play, eventually all players at the end of the timeline will reach level cap and make alts regardless. It will end up how ever people find the most fun way to play in that ruleset.


Norrath is big enough to farm other things, you don't get to exist to contest everything. Rulesets to help create new ways to play a pvp server and extend the longevity of a server that typically dies off VS saying how people play in that ruleset, are two different things.
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  #9  
Old 01-22-2022, 10:10 PM
New_Guy New_Guy is offline
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VZTZ clearly illustrated the difference between a PvP server and a Blue training wheels server masquerading as a PvP server.

Everything in the ruleset of VZTZ was set up to advantage blues who don't actually want to PvP. Minimizing risk of death to those who can't handle it.

1. Dual Boxing: This is the biggest fucking mistake you can do on any PvP server, because without a monetary cost to limit characters, you just gave every player the full range of buffs at all times.

PvP balance was built into EQ with limitations of classes, now every dmg dealer has full Cleric or Shaman buffs and a pocket healer/porter at their disposal at all times. Doubling the numbers of any zerg and decreasing their susceptibility to smaller numbered better skilled players who could address their numbers with superior tactics. Now sheer numbers rule.

2. Group Exp bonus: The guys with the most numbers who would have already lvled faster will now lvl even faster. Experience bonuses are fine but not for a group and the only way to limit the methhead blues is to use the rested system of WoW. But due to the insane lvl of methheads on EQ emus you need to crack the rested system up on high.

Those who take time off and log out start gaining an exp bonus, those who don't start gaining an exp penalty until they literally cannot gain lvls anymore. And this system needs to be BY ACCOUNT not character.

3. No training wheels: VZTZ custom systems were all built to favor blues who lack pvp experience. Like keeping your spell icons when blind, exp pvpers know to use hotkeys to combat blindness, while noobs shit their pants when blind. 30 minute corpse summons also allow powergamer blues to die and come right back, removing the penalty smaller guilds can inflict on the zerg to limit their numbers advantage by denying corpse retrieval.

4. Limiting Bind Locations: When you allow dual boxing so everyone has a porter at their disposal, then there is no purpose to limit bind locations except to protect idiotic blues who would bind in terrible spots and get sniped. It also stops snipers from binding in strategic locations that would hinder the zerg on the move to raid locations.

5. Content locked Progression: This is the ultimate gift to blue zergers who really don't want to pvp. They can rush the content and gear lock out any contestation by treating the server like a race.

Blues only want to pvp if they have an extreme gear advantage to alleviate their handicapped pvp skills(like Kringe, Colgate and Ragnaros, etc.) They will invest huge amounts of time that other people with lives cannot, to get a quick start and keep a power gap on the players they could normally never compete with. Once other players catch up, they will do what blues always do, hide behind superior raid force numbers while pointing to their 2 month server launch accomplishments to ward off the overbearing stench of their manginas.

Content needs to be time locked, 1-2 years classic, 1-2 years kunark etc or the blue powergamers will push so far ahead they cannot be contested.

There is also 20 more zerg gifts built into the box that will guarantee a quick demise of VZTZ. Not to mention terrible coding giving some classes extreme advantages that retards like Naez share with their buddies so they can exploit the already broken system to maximum effect. All and All, the box is a clown show set up for blues to flex in an effort to rewrite the history of Red99, where players like myself effortlessly tapdanced on them and braided their hair as we made them wear pretty collars attached to our firm gripped leashes.
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  #10  
Old 01-23-2022, 02:55 AM
naez 9000.0 naez 9000.0 is offline
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Quote:
Originally Posted by New_Guy [You must be logged in to view images. Log in or Register.]
VZTZ clearly illustrated the difference between a PvP server and a Blue training wheels server masquerading as a PvP server.

Everything in the ruleset of VZTZ was set up to advantage blues who don't actually want to PvP. Minimizing risk of death to those who can't handle it.

1. Dual Boxing: This is the biggest fucking mistake you can do on any PvP server, because without a monetary cost to limit characters, you just gave every player the full range of buffs at all times.

PvP balance was built into EQ with limitations of classes, now every dmg dealer has full Cleric or Shaman buffs and a pocket healer/porter at their disposal at all times. Doubling the numbers of any zerg and decreasing their susceptibility to smaller numbered better skilled players who could address their numbers with superior tactics. Now sheer numbers rule.

2. Group Exp bonus: The guys with the most numbers who would have already lvled faster will now lvl even faster. Experience bonuses are fine but not for a group and the only way to limit the methhead blues is to use the rested system of WoW. But due to the insane lvl of methheads on EQ emus you need to crack the rested system up on high.

Those who take time off and log out start gaining an exp bonus, those who don't start gaining an exp penalty until they literally cannot gain lvls anymore. And this system needs to be BY ACCOUNT not character.

3. No training wheels: VZTZ custom systems were all built to favor blues who lack pvp experience. Like keeping your spell icons when blind, exp pvpers know to use hotkeys to combat blindness, while noobs shit their pants when blind. 30 minute corpse summons also allow powergamer blues to die and come right back, removing the penalty smaller guilds can inflict on the zerg to limit their numbers advantage by denying corpse retrieval.

4. Limiting Bind Locations: When you allow dual boxing so everyone has a porter at their disposal, then there is no purpose to limit bind locations except to protect idiotic blues who would bind in terrible spots and get sniped. It also stops snipers from binding in strategic locations that would hinder the zerg on the move to raid locations.

5. Content locked Progression: This is the ultimate gift to blue zergers who really don't want to pvp. They can rush the content and gear lock out any contestation by treating the server like a race.

Blues only want to pvp if they have an extreme gear advantage to alleviate their handicapped pvp skills(like Kringe, Colgate and Ragnaros, etc.) They will invest huge amounts of time that other people with lives cannot, to get a quick start and keep a power gap on the players they could normally never compete with. Once other players catch up, they will do what blues always do, hide behind superior raid force numbers while pointing to their 2 month server launch accomplishments to ward off the overbearing stench of their manginas.

Content needs to be time locked, 1-2 years classic, 1-2 years kunark etc or the blue powergamers will push so far ahead they cannot be contested.

There is also 20 more zerg gifts built into the box that will guarantee a quick demise of VZTZ. Not to mention terrible coding giving some classes extreme advantages that retards like Naez share with their buddies so they can exploit the already broken system to maximum effect. All and All, the box is a clown show set up for blues to flex in an effort to rewrite the history of Red99, where players like myself effortlessly tapdanced on them and braided their hair as we made them wear pretty collars attached to our firm gripped leashes.
You make some valid points about playstyle differences between Red99 and VZTZ, but there are a lot of rumors you are creating that are simply not true.

There were some horrible bugs that plagued the launch (mostly because we beta tested for a couple of months building from stock eqemu, until last minute inherited the RoZ code and didn't want to push the release date back yet again). I'm happy that we have gotten pretty much all of the janky shit fixed and are now coding the custom features on the roadmap. Voidd is revamping resists and such but everything will need a re-tune anyway once we see what happens in Kunark and the lobbyquesters start lobbying.

But I don't share anything with "my buddies" and don't really have any idea what's going on in game other than the basics of the guild politics (because truly, I don't care). There's not some top secret list of exploitable/buggy things, everything I know about comes from the public bug reports. I make 0 content choices, by choice/design, that's all up to Skeeter and Voidd. [You must be logged in to view images. Log in or Register.]
Last edited by naez 9000.0; 01-23-2022 at 02:57 AM..
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