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#3
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I won't be too terrified if red is never restarted. But hopefully if I can ever make the game Super Everquest, pvp servers will probably only ever last 2-3 years. If some how a guild or faction (It was only designed for faction war so far.) some how hasn't taken over enough cities in the game for an obvious GG, then a modified possible Luclin with massive city building capabilities will come out for the final mass guild war to finish the fight.
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#4
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How long have the red 2.0 pleadings been going on? At least like six months eight? Next question, how time consuming would it be to birth a new red? Is it a simple copy and paste?
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#5
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[QUOTE=regandna;3228755]How long have the red 2.0 pleadings been going on? At least like six months eight? Next question, how time consuming would it be to birth a new red? Is it a simple copy and paste?[/QUOTE
I was going to answer by saying "at least like 5 years" but decided to run a quick search. Looks like the first wipe thread I could find with almost zero effort was posted more than 9 years ago on September 2011 https://www.project1999.com/forums/s...highlight=wipe Needless to say it has been a really long time. 1. Server launched with minimum announcement after prolonged beta with minimal / no communication whatsoever about patches / changes throughout beta process. 2. Server launched without making very many if any of the changes requested / discussed through the beta process. Horrible resists, ETC. Stuff that shoulda been tinkered with in the beta process. No one was asking for a half baked launch. 3. Server launched with non classic ruleset. It has rallos style +- 4 level range but it had no item loot and it actually had EXP penalty on PVP death with meant PVP truly only favored griefers so that was a great past time early on in server history. Keep in mind this was the ideal time for a red server because blue had most of its kinks worked out and red was a fresh start server so it had a lot of new-to-pvp people. Eventually the EXP penalty was removed but the damage was done. There was literally zero reason to engage in low level PVP with a griefer it was pure inconvenience. No reward whatsoever. 4. Server had corrupt GM that took paypal bribes that had a huge impact on many early guild decisions, one of the two top guilds was banned outright, giving a pretty much insurmountable lead to the remaining guild for the remainder of the servers decent population period 5. Velious launched when server was pretty tanked 6. I don't remember if Nihlum was banned after or before velious launched but it gutted the rest of the population 7. Flatline Its been a great server. Most of the stuff mentioned above could have been easily done better in retrospect so we can just hope red 2.0 will get a better run at it, with a more thoughtful ruleset, and without GM corruption and multiple server destroying guild bannings. I would like to see the following rulesets in this order, with option 1 extremely heavily favored but option 2 being by far the most reasonable secondary option. 1. Rallos Zek server which fits most with p99 stated ideals. +-4 level pvp range, 1 item pvp loot and all coin loot. This means the game is fun at low levels because twinks are like zone bosses when they are lootable. 2. Sullon Zek unlimited PVP range, with two custom hardcoded teams. This means that low levels are garbage but the teams help and since there are no PVP limitations, your friendly high levels can defend noob zones from grief that would otherwise prevail in a non item loot situation. I also think the next server should take steps to eliminate the legacy item and bumrush to 50 insanity that we just saw on green. It was frankly disgusting and staff has shown a desire to make unclassic changes if it helps replicate the classic experience more accurately. Nothing could be less classic than people camping single level 1 mob spawns and fighting bitterly over them, like we saw on green. If for example level caps would be in place, on PVP server it would mean we would have some insane awesome pvp battles when everyone is stuck at level 10, then stuck at level 20, then stuck at level 30, ETC. I'm totally confident that the level capped period of the server would be the most enjoyable pvp experience since the first guy on original rallos zek that played a necro and feared a woodelf off of kelethin. Honestly I would want the level caps to go on for as long as possible pre level 50. Level caps in kunark maybe more complicated but I'm not sure. So many good options for PVP with the strong project 1999 community that it hurts my heart to see it not happen. Thats why I post in this forum every single day. Wishing for a brighter world for everyone. | ||
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#6
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Quote:
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#7
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#8
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#21
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#9
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In that vein a worthwhile EMU server would be a pvp battlegrounds version of EQ where each class has set gear at top level and the team composition and skill are the only variables. Aka Everquest street fighter. It would be no substitute for real Everquest with environmental factors but it could be fun to see what skill vs skill looks like, understanding that the strategy involved in real Everquest pvp is what makes it good. It would be fun anyways to experiment with class balance in a 1 v 1 2 v 2 up to full groups and even multiple full groups.
Easier to program than a whole working EQ I wonder if p99 team would share the parts of code needed so hit boxes and stuff are all the same as p99 so it’s “real deal” Would pay to have someone code this. You make a class (only one race per class sorry) and it spawns at level 60 with spells and gear and whatever name you put on it | ||
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#10
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Bump. Imagine pvp in blackburrow. A lvl 14 paladin vs a lvl 17 troll sk with a lvl 7 druid deciding who to heal.
Bronze and rawhide armor. A combine bastard sword and shield vs a fine steel two handed sword. Go go go go go go go... | ||
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