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Old 02-08-2010, 07:16 PM
Finawin Finawin is offline
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It's cute that you think that.
  #2  
Old 02-08-2010, 07:41 PM
Danth Danth is offline
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"Cleric A has no manastone, so he regens mana at 19 mana/tick at 50.
Cleric B has a manastone, and with manastone/cheal he can regen his mana at an average of 40 mana/tick."

Meanwhile, average mana expenditure is on the order of say 15 mana a tick.

I don't buy into the manastone being some vital necessity. It's more of a crutch than anything else. The largest use for it I see is in speeding up raid-wipe recovery in the absence of rez-sticks.

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Old 02-08-2010, 08:03 PM
yaaaflow yaaaflow is offline
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I'm very glad the clerics I play with don't subscribe to the above train of thought.
  #4  
Old 02-08-2010, 08:16 PM
Danth Danth is offline
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Whatever works, works. For what I do, whether I have a cleric who has a manastone, or one who hasn't, makes little difference. Stuff still dies, the orange bar goes up, and our goals are accomplished.

I rate a character's usefulness by whether the player can do his job and whether he drives me batty. The latter one is of prime importance.

All that's fairly off-topic though. In general, as far as content goes, I can't say I oppose the opening of Hate. Quite the opposite--I consider it a helpful compromise. Sol Ro, on the other hand, will probably annoy people when it opens. Whether or not the items-to-be-removed are all that important, many people *think* they're important and as such will miss 'em when they're gone. In this case perception overrules reality.

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  #5  
Old 02-08-2010, 08:27 PM
Dabamf Dabamf is offline
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Manastone on a cleric makes their mana regen scale with HP gear (during downtime). There is no other way in the game to increase mana regen with gear.

Manastone on any class with chloro (which is present at every raid, and many/most groups) also increases mana regen.

There is no other way in the game, besides clarity and besides class abilities like lich or canni, to increase mana regen.

Manastone also lets you get off 1-2 extra spells before wiping, that VERY frequently saves a group and sometimes even a raid. That's being completely neglected. Soloing, even as a necro, stoning down my last 30% hp to 10% to cast one last spell to down a bloodthirsty or allizewsaur has finished off a mob when I otherwise would have had to FD and reset.

Rubi bp is only really useful on a shaman end game. It's not that important.
Last edited by Dabamf; 02-08-2010 at 08:34 PM..
  #6  
Old 02-09-2010, 08:43 AM
guineapig guineapig is offline
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I'm sick of the favortism angle and refuse to go there. The thread has been shited up enough already.

Honestly, they have kept pretty hush hush about release dates. Also, since according to the regular timeline we would have had about 2 more months before anything was released Solro OR Hate, I thought all the info I was digging up was going to be helpful in some way. I had no idea this last patch was going to be what it was.

So yeah, I was a bit surprised that even though it was proven that things went down differently back in '99 that we went a different route. Two and a half months ago I didn't even think to question the timeline they had in mind because I simply assumed that it was going to be accurate.

Also, the population has definitely jumped by roughly 100 people very recently or at least seems to have so I figured giving more things for mid levels to do would be beneficial.

That's about it really. I still think my concerns are valid about content being released a bit too quickly but... What's done is done. I'm still playing. It's still a great server.

So, yeah....
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  #7  
Old 02-09-2010, 06:44 PM
matahari matahari is offline
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http://livinglegacy.station.sony.com...r_timeline.jpg

^^^ shows ro, hate, air opening around same time.

http://www.tski.co.jp/baldio/patch/19990913.html

^^^ 1999/09/13 shows hate and air portal spells being changed to a higher level spell. Which lends me to believe they were open at this point.

Patch notes 1 month later show ro opening.
So, Hate was in on live before temple of ro was.
patch notes 1 month after that showing levitation is no longer gonna work in poAir.

^^^^ hopes this clears things up
  #8  
Old 02-09-2010, 07:11 PM
guineapig guineapig is offline
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Actually, I posted this about 10 or so pages ago:

-----------------------------------------------------------
So this means that even though they mention changing the level of the Alter Plane: Sky spell on September 13, 1999, it didn't have anything to do with the actual launch of the zone. That leaves me with the following assumed release dates:

Temple of Solusek Ro: October 13th, 1999
Battle of Bloody Kithicor / Plane of Hate: October 31st, 1999 (estimate)
Plane of Sky: January, 2000
Kunark: March (or April), 2000
Ruins of Old Paineel (The Hole): June 22, 2000


If the server follows this time line we should be seeing the following:
(I rounded off to the month so in some cases it could fall on the month before or after based on the actual date)

Temple of Solusek Ro: early May, 2010
Plane of Hate: late May, 2010
Plane of Sky: August, 2010
Kunark: October, 2010
Ruins of Old Paineel (The Hole): January, 2011
-----------------------------------------------

Sky did not open anywhere near Solro or Hate and SolRo came out first (with very little time between it and hate). The changing of the spells did not signal the opening of the zones.

But anyway, we are beyond that now.
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Last edited by guineapig; 02-09-2010 at 07:14 PM..
  #9  
Old 02-09-2010, 07:32 PM
matahari matahari is offline
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Actually your right Guinea,

I found evidence to support plane of hate was implemented on oct 31st 1999.

http://web.archive.org/web/199911050...com/index.html


This is the patch notes 4 months after ro opens. It says people were exploiting with levitate to skip around plane of air. So it was less than 4 months after ro for poair.
http://www.tski.co.jp/baldio/patch/20000203.html

I will look for a date, but so far your timeline seems pretty correct. I can't complain eitherway. I'm just glad they are still working on content for the server! [You must be logged in to view images. Log in or Register.]
Last edited by matahari; 02-09-2010 at 07:41 PM..
  #10  
Old 02-15-2010, 07:06 AM
KrimzinIV KrimzinIV is offline
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Default The Way this server should be progressed from here

Im gonna throw in a few points that ppl dont seem to realize but are pretty important and nobody brought up that I saw.

Immediate Issues:
1) Manastones are OP as shit UNTIL KUNARK because the item could not be used in Kunark zones. You want these disabled in kunark when its released, dont let anyone tell you otherwise. Your only bitching will come from raiders. Casuals will love you if you do this and keep it in game, which should be done.
2) Rubicite sucks dick all around its twink gear, even those of us who used it and owned it in classic live knew this, wake up. Sucks dick even more once Fungi becomes available to twink with. Keep in game
3) Open Sky if you implement this zone correctly guilds wont be clearing this on the first try like PoF/PoH and it will open those zones to up and coming guilds due to your current high end guilds competing for bragging rights in Sky.
4) DE Mask should be removed when Kunark is released thats plenty of time this is a hugely coveted item for alot of casual players that never got to get this.

Down the Road Thoughts:
A) If your having problems with Sol Ro just scrap it, its really one of the biggest wastes they ever came out with. Save yourself the time and focus on Sky / Kunark. Pretty much every item save for staff of temp flux and maybe 1-2 others are either easily replaced by current lvl 50 gear or early kunark/sky gear. Be careful getting too caught up on being classic and keep in mind even casuals wont use this zone 95% of the time even if kunark wasnt available. Put an NPC in Lavastorm for the staff of temp flux and require some Fire Giant toes for it and call it a day. You'll thank me later!

B) Open Kunark As much as you think this will "Speed Up" the server it will actually gain your server players and keep things slowed. The reason for this is because Kunark Era wasn't fast. Players will race up into Trak rape his face off and start going into VP. Once they camp VP keys for an entire guild that is, with no boxing on this server this wont be fast. Once in VP they will be slapped in the face, again if you code it correctly. AE's are extremely important in this zone so dont open it with half assed pussy AE's or it will ruin your Casual vs Raider time line. If you can make it hard enough for guilds to progress past Hosh (First real skill check in game excluding sky @ 50) you wont have any trouble with the rest of your server population catching up. If you need help with how this zone works send me an email not alot of players have experience with this zone in the Kunark era. I would be happy to help tell or show you what you need to balance the zone. The great thing about Kunark was it didn't completely ruin Classic hitting Nag / Vox / PoF / PoH was still in your raiding guilds schedule. Add in Sev / Gore / Tal / VS / Trak / VP / AND Epic 1.0 Raids (LOTS of these and a lot are instanced) You will be giving players more room to grow form bigger guilds foster stronger communities level together and make your server better. If you want to stagnant a server for any long period of time this is the expansion you do it in.


In closing for what its worth I'm not in any "Raid Guild" on the server and I'm level 13.

P.S for TLDR readers I gave you bold highlights! Sorry its long but it needed to be said!

P.P.S If you really wanted shit to be hot open Kunark but keep VP Locked. Use the extra time you need to balance VP and cockblock progression.
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