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View Poll Results: Should they make the server fun?
Yes (im not in Empire) 32 46.38%
No (im not in Empire) 13 18.84%
Yes (im a member of Empire and would love competition) 7 10.14%
No (im a member of Empire and i want to continue raiding with 60% of the population) 17 24.64%
Voters: 69. You may not vote on this poll

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  #1  
Old 08-09-2015, 04:44 AM
DRAGONBAIT DRAGONBAIT is offline
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Quote:
Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
The majority of the players arent on this server for PvP. Server is what people want it to be and right now it's a raiding progression server with fast xp.
word. legit. but sucks big time
  #2  
Old 08-06-2015, 12:54 AM
El Camacho El Camacho is offline
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This is the same message that started popping up right before Good Guys fell apart.

I really wish <Fresh> had chosen to be patient. Would probably be hitting a really nice stride right now.
  #3  
Old 08-06-2015, 01:22 AM
Ragnaros Ragnaros is offline
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server is fun empire is letting people kill dragons wut do u mean
tmo can contest kunark
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  #4  
Old 08-06-2015, 10:29 PM
Swish Swish is offline
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Quote:
Originally Posted by Ragnaros [You must be logged in to view images. Log in or Register.]
server is fun empire is letting people kill dragons wut do u mean
tmo can contest kunark
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  #5  
Old 08-07-2015, 08:41 AM
Uton Uton is offline
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Quote:
Originally Posted by Ragnaros [You must be logged in to view images. Log in or Register.]
server is fun empire is letting people kill dragons wut do u mean
tmo can contest kunark
Tmo can't contest Draco. And didn't they just lost a bunch more peeps to friends? May the fucking begin
  #6  
Old 08-06-2015, 11:02 PM
Zuranthium Zuranthium is offline
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The ways to fix it:

1.) Banish all additional guild members from a zone over a certain number; 54 should be the limit IMO. There's nothing in the game, aside from Avatar of War, that can't be handled with those numbers. If you can't handle it with those numbers, then those 54 people are not geared well enough and/or not working well enough together and/or it's the wrong combination of classes. This player limit will count all guild members who were in the zone within the past 2 minutes, so people can't just plan to zerg in waves.

2.) If a player who is camped out or in another zone has a buff on a player where 48+ guild members are already at, or if any summoned items from a camped out or out-of-zone player exist in zone where 48+ guild members are at, all of those things will disappear. Thus, guilds can not get around the player limit by simply having their buffers or mod-rod summoners camp/zone before a fight. (I imagine this would probably be the hardest part to code, iz possible?)

3.) Make players be unable to rejoin the same guild for 4 weeks after leaving and only able to switch guilds once per 4 weeks. That way people can not get around the rules very easily. Guilds are allowed to select 1 "trivial" zone as their base, in which the player cap limits do not apply. This base is allowed to be changed once every 4 weeks.

4.) GM's shall intervene and punish multiple guilds that are actually the same guild and only in separate guilds in order to get around the rules. Similarly, individuals who constantly stay unguilded and yet play with a certain guild will be punished.
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  #7  
Old 08-06-2015, 11:48 PM
Heebo Heebo is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
The ways to fix it:

1.) Banish all additional guild members from a zone over a certain number; 54 should be the limit IMO. There's nothing in the game, aside from Avatar of War, that can't be handled with those numbers. If you can't handle it with those numbers, then those 54 people are not geared well enough and/or not working well enough together and/or it's the wrong combination of classes. This player limit will count all guild members who were in the zone within the past 2 minutes, so people can't just plan to zerg in waves.

2.) If a player who is camped out or in another zone has a buff on a player where 48+ guild members are already at, or if any summoned items from a camped out or out-of-zone player exist in zone where 48+ guild members are at, all of those things will disappear. Thus, guilds can not get around the player limit by simply having their buffers or mod-rod summoners camp/zone before a fight. (I imagine this would probably be the hardest part to code, iz possible?)

3.) Make players be unable to rejoin the same guild for 4 weeks after leaving and only able to switch guilds once per 4 weeks. That way people can not get around the rules very easily. Guilds are allowed to select 1 "trivial" zone as their base, in which the player cap limits do not apply. This base is allowed to be changed once every 4 weeks.

4.) GM's shall intervene and punish multiple guilds that are actually the same guild and only in separate guilds in order to get around the rules. Similarly, individuals who constantly stay unguilded and yet play with a certain guild will be punished.
GMs should enforce a server of Zuranthiums that afk for 95% of the time and lure of frost their own group members the other 5%.
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  #8  
Old 08-07-2015, 01:05 AM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
inc <Empires>, <Emperors> and whatever other variations to not get locked out. Some quick officer admin could probably switch people around before heading in.
Who would be getting added in? People wouldn't be allowed to be continually deguilded/guilded and trying to set up multiple guilds as one guild would cause everyone involved to be suspended. There would still be room for a couple little sneaks here and there but by in large it would force more guilds or at least force large guilds to not be able to have numbers advantage for specific fights.

Quote:
Originally Posted by Heebo [You must be logged in to view images. Log in or Register.]
GMs should enforce a server of Zuranthiums that afk for 95% of the time and lure of frost their own group members the other 5%.
You sound pressed. Just realize that if I had more to do, then I would.
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  #9  
Old 08-07-2015, 08:21 AM
Swish Swish is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Who would be getting added in? People wouldn't be allowed to be continually deguilded/guilded and trying to set up multiple guilds as one guild would cause everyone involved to be suspended. There would still be room for a couple little sneaks here and there but by in large it would force more guilds or at least force large guilds to not be able to have numbers advantage for specific fights.
I think you're overestimating the GM time commitment required...and based on that, the number limit won't be put in.
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  #10  
Old 08-07-2015, 09:55 AM
derpcake derpcake is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
The ways to fix it:

1.) Banish all additional guild members from a zone over a certain number; 54 should be the limit IMO. There's nothing in the game, aside from Avatar of War, that can't be handled with those numbers. If you can't handle it with those numbers, then those 54 people are not geared well enough and/or not working well enough together and/or it's the wrong combination of classes. This player limit will count all guild members who were in the zone within the past 2 minutes, so people can't just plan to zerg in waves.

2.) If a player who is camped out or in another zone has a buff on a player where 48+ guild members are already at, or if any summoned items from a camped out or out-of-zone player exist in zone where 48+ guild members are at, all of those things will disappear. Thus, guilds can not get around the player limit by simply having their buffers or mod-rod summoners camp/zone before a fight. (I imagine this would probably be the hardest part to code, iz possible?)

3.) Make players be unable to rejoin the same guild for 4 weeks after leaving and only able to switch guilds once per 4 weeks. That way people can not get around the rules very easily. Guilds are allowed to select 1 "trivial" zone as their base, in which the player cap limits do not apply. This base is allowed to be changed once every 4 weeks.

4.) GM's shall intervene and punish multiple guilds that are actually the same guild and only in separate guilds in order to get around the rules. Similarly, individuals who constantly stay unguilded and yet play with a certain guild will be punished.
best way to fix it?

more then 1 attractive guild

i'm sure your bullshit ideas restricting players freedom will work great as an alternative however

i bet half the server would rather quit then read your post

wtf should a guild with 60 members do? cut 6 random ones loose? If you have 53 but your best cleric quit, you kick a ranger so you can pick up the only 2 available druids?

your suggestion is a bit like PoTime trials, which allowed max 54 after there was no cap before. some other nerd wrote something about that already

terrible, also, recruit & contest, rite
Last edited by derpcake; 08-07-2015 at 10:06 AM..
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