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  #1  
Old 07-09-2017, 08:24 PM
skarlorn skarlorn is offline
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is that supposed to be a realistic rendition of you being unable to click your clickies
  #2  
Old 07-09-2017, 09:22 PM
mickmoranis mickmoranis is offline
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Literally change keys to ANYTHING but 11 fucking soulbound keys in a 8 slot inventory JESUS CHRIST
  #3  
Old 07-09-2017, 11:56 PM
Thiefboy777 Thiefboy777 is offline
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Put another raid boss in The Hole, Master Yael ain't cutting it. I would add better loot to the entire zone, such a cool zone but no really good items.

Raise the level of Kaesora and Dalnir and buff the loot, those zones never get used to level in, cool zones always empty, turn them into 55+ dungeon crawls throw a raid boss in each.

Throw a couple raid bosses in Sirens Grotto.

Buff Innoruuks loot to Cazic Thule quality.

Reset the Sleeper or put the Warders back with no scepter, fungi robe, gnome mask, or salandrite dagger at least... pretty much a wasted zone now.

Buff Tower of Frozen Shadow boss Raid boss status and loot.

Pretty much just make more endgame content, so many wasted unused zones could be buffed.
  #4  
Old 07-10-2017, 09:00 AM
fadetree fadetree is offline
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Luclin as it would be here and luclin on live are very different.
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  #5  
Old 07-10-2017, 09:52 AM
Bummey Bummey is offline
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fix the rogue epic haste

Quote:
Originally Posted by mickmoranis [You must be logged in to view images. Log in or Register.]
but as far as luclin goes I dont really get it, like, if you like all that stuff why not just go play live? you can play luclin fine on live. I just dont get it [You must be logged in to view images. Log in or Register.]
It's not the same. When I was going through my 'level a ranger to 105' phase last year I logged on Phinigel to see the big deal. Made an assling rogue, zoned out into Misty Thicket, wait what is this no everything is wrong you can use /barter here why did they keep the zone revamps no everything's no is wrong why would you want this
Last edited by Bummey; 07-10-2017 at 09:56 AM..
  #6  
Old 07-10-2017, 11:57 AM
Toomuch Toomuch is offline
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As far as the "wipe red" and "diety change RP quests" ideas go, you all have inspired a couple gears to turn in my head, and come up with something truly interesting sounding (at least to me). Team-based PVP server, like Sullon Zek, but slightly different than anything seen before... Hear me out, I think this could be really freaking cool:

1: There will be 3 'Teams' or 'sides' - Good, Neutral, and Evil.
1a. Unlike Sullon Zek, the neutral team will be the true pacifists, and are not flagged to be able to engage in PvP. The real struggle is a battle between good and evil, and neutral people just do not want to get involved with killing each other (or do not want to do it anymore...).
1b. The 'Good' team will be those player characters that worship Erollisi Marr, Karana, Mithaniel Marr, Prexus, Rodcet Nife, Quellious, The Tribunal, and Tunare.
1c. The 'Evil' team will be those player characters that worship Bertoxxulous, Brell Serilis, Bristlebane, Cazic Thule, Innoruuk, Rallos Zek, Solusek Ro, and Veeshan.
1d. The 'Neutral' team will be those player characters that are Agnostic. (Agnostic would need to be enabled as an option for every legitimate race/class combination)

2: Team members can do RP based quests to either follow or unfollow a deity, and can effectively change teams.
2a. Any time a deity is picked, including at character creation, a lockout timer begins counting down from 336 hours (2 weeks) of played time, or 672 hours (4 weeks) of real time, before a deity change can take place (again). This would be in place to prevent too much team-swapping.
2b. The difficulty/complexity of these quests will vary based upon level range. **Possible Examples, open to ideas/suggestions**: under level 30, you may change your deity (or go Agnostic) by simply handing in your Tome of Order and Discord to a Priest of Discord, and can simply re-pick. After that, someone level 30-49 must complete a larger, more dangerous run-around quest, and receive a "Greater Tome of Order and Discord", and can again simply re-pick who they follow. Anyone level 50+ has to do a legitimately difficult/drawn out quest in order to change which deity they follow, or to go Agnostic, which quest would be very specific to your deity of choice.
2c. Players may only follow deities that they would normally be allowed to select at the character creation screen (with some possible exceptions for balance? Further discussion needed...) and of course allowing all players to be agnostic if they so choose.
2d. Characters will not be able to group with anyone that is not on their Deity Team. Characters will not be able to invite someone to join their guild that is not on their Deity Team. Beneficial effects can not be used on members of another team.

Lastly: Wipe Red, reboot with this underlying ruleset, and keep pretty much the rest of Red's ruleset. Red would be a lot more fun with A: a reboot, and B: a more fun ruleset like this. I remember back on Sullon Zek, some instances of needing to depend on certain team-mates who were were (at the time) in guilds I didn't particularly care for, and ended up making some good friends out of it. Team pvp creates a new level of hard-coded inter-dependency, which makes for a really fun, dynamic, and even immersive experience.
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  #7  
Old 07-10-2017, 03:13 PM
Debaser8 Debaser8 is offline
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On Sullon Zek there were no evil paladins, druids or rangers and no good (and maybe neutral too) shadow knights and necros. Didn't hurt the evil teams ability to raid relative to the good and neutral teams.

I think if another teams server like SZ was made the neutral team members should be allowed to group with the good or evil teams and temporarily become good or evil team members. Also, the evil team should have internal pvp so, if you are evil you can attack anybody, that would be sweet.
  #8  
Old 07-10-2017, 10:23 AM
Amyas Amyas is offline
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Remove random pet levels!
  #9  
Old 07-10-2017, 11:12 AM
angryjenkins angryjenkins is offline
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Even in 1999 I wondered why enchanters made vials of mana, and why mages had the malosi line and the damage shield line. Seems to me wizards should have had these, being the mana harvesters and masters of elemental damage they are.
  #10  
Old 07-10-2017, 11:36 AM
Spyder73 Spyder73 is offline
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Quote:
Originally Posted by angryjenkins [You must be logged in to view images. Log in or Register.]
Even in 1999 I wondered why enchanters made vials of mana, and why mages had the malosi line and the damage shield line. Seems to me wizards should have had these, being the mana harvesters and masters of elemental damage they are.
I also always thought it strange that Enchanters got the Clarity line and Int buff and not Wizards. This simple change would make Wizards 1000% more desirable in groups and everyone would still be in love with Enchanters.
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