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  #21  
Old 07-31-2013, 01:58 PM
Stinkum Stinkum is offline
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Originally Posted by Danien [You must be logged in to view images. Log in or Register.]
Well, a huge portion of the playerbase was cancerous from the start. There were several times I saw people get invited to groups just to get killed after they had spent 20 mins getting there and other pointless griefing shit. Quit the box for the first time after 2-3 weeks of playing because while I could deal with it, I could not see normal people surviving in that environment.

Imagine my surprise when the server ended up being a ghost town (The population was plummeting long before holo was banned) just a few months later.
This is what happens in FFA ruleset.

FFA is for sociopath type griefers who want to kill everything including group members medding at 1% hp.

It makes for fun times when there's fresh meat to but soon enough you're playing by yourself or gearing your 9th alt with VP gear because the server is so fucking boring and empty.

As far as perpetual health of a server, a team ruleset is the only way to go.
  #22  
Old 07-31-2013, 02:04 PM
big league chew big league chew is offline
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if theres teams, anyone who picks same team as me is a weak faggot that can fuck themselves
im still gonna kill everyone, fuck u & teams
  #23  
Old 07-31-2013, 02:27 PM
Stinkum Stinkum is offline
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FFA caters to mindless chewie type players who want sandbox PvP and being able to attack anything moving on their screen.

not saying that isn't fun for a while but FFA from launch is bad for long-term server health. every incarnation of a FFA ruleset has ended up with the same type of 75-pop server with mostly the same exact VZTZ people playing on it. it gets old.
  #24  
Old 07-31-2013, 02:37 PM
HippoNipple HippoNipple is offline
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Originally Posted by Stinkum [You must be logged in to view images. Log in or Register.]
FFA caters to mindless chewie type players who want sandbox PvP and being able to attack anything moving on their screen.

not saying that isn't fun for a while but FFA from launch is bad for long-term server health. every incarnation of a FFA ruleset has ended up with the same type of 75-pop server with mostly the same exact VZTZ people playing on it. it gets old.
The live team servers didn't last either. All servers will most likely have a low population. You gotta think in terms of what rules would you want implemented to play with the current player base. No matter what type of server it is the people that play on this server will be the powerhouses on any server.
  #25  
Old 07-31-2013, 02:41 PM
SamwiseRed SamwiseRed is offline
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Ffa in confirmed faggoty. Think counter strike would have been any good if it was just FFA deathmatch. Teams > FFA. In rl and in game. If you don't believe that then you are a retard. Only time FFA is fun is an orgy
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  #26  
Old 07-31-2013, 02:44 PM
Nirgon Nirgon is offline
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Originally Posted by Stasis01 [You must be logged in to view images. Log in or Register.]
RZ was a shit hole, TZ ruled - rest my case.
Shit hole with the best PvP rogue, live Wendolyn got lucky is all (and had retarded gear advantage with working mechanics)
  #27  
Old 07-31-2013, 04:27 PM
Tradesonred Tradesonred is offline
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Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Example: Corpse camping here legal -> fail (Yes, I did it to certain people. Doesn't mean it should exist)

Some didn't want to corpse camp people just as much as they didn't want to be corpse camped on live.

Doesn't change anything and social analytical pargraphs are a waste of time, and that flavor of troll bait is played out.

You have to account for malignant members in any community and I just don't think that level of enforcement is possible on a private server. I blame the system before I blame the players. The good news about said system, is that after the precedent is set, the shitbag community learns it lesson and less enforcement is required over time.
To me the biggest problem with Red99, which i layed out early in the servers launch, was that xp loss in pvp gave these sort of people a sharp knife to grief people with.

On rallos, that knife was a butter knife... you could corpse camp someone, but he wouldnt lose xp. I still remember that time when some ranger found my wizard's bindpoint and he proceeded to kill me over and over. I said in /say "Gonna make a sandwich, ill be back in 10mins". When i came back from my sandwich, he was still there, i didnt say anything and he kept killing me. He gave up after 5 more minutes. I was laughing. He was getting griefed, not me. Sorta.

If you dont have the thick skin to soak a bunch of corpse camps, i dont think youre cut out for EQ pvp anyway. Its just the custom added grief that was totally ridiculous.

We can all theorycraft about what went wrong, but id put my hand in the fire thats what killed alot of the servers pop, that griefers were allowed to thrive like this and put on steroids with the custom xp loss shit.

Thats why i thought a fresh start would have been good, because new people would have been allowed to dip their toes in the water and griefers would not have been given a free rein like they were in 2011-2012

Im not up to date on what was the whole purpose of the teams server thread, but i think a 3rd server splitting the pop in 2, to momentarily gain a pop that wouldnt stick around once its clear one team is winning is as bad an idea as xp loss in pvp, maybe worse. Red would lose some of its pop to the new server, which i would bet 200 bucks that it would not last for very long and by then red would be deader than dead. If there ever was such a thing as a tentative "Would you enjoy a teams server?" thing.

Quote:
Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
Ffa in confirmed faggoty. Think counter strike would have been any good if it was just FFA deathmatch. Teams > FFA. In rl and in game. If you don't believe that then you are a retard. Only time FFA is fun is an orgy
Not an argument. I havent read anyone that explained howd you balance the teams so pop wasnt allowed to spiral down the toilet because one side becomes dominant.
Last edited by Tradesonred; 07-31-2013 at 04:37 PM..
  #28  
Old 07-31-2013, 04:29 PM
Dullah Dullah is offline
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Originally Posted by Stinkum [You must be logged in to view images. Log in or Register.]
This is what happens in FFA ruleset.

FFA is for sociopath type griefers who want to kill everything including group members medding at 1% hp.

It makes for fun times when there's fresh meat to but soon enough you're playing by yourself or gearing your 9th alt with VP gear because the server is so fucking boring and empty.

As far as perpetual health of a server, a team ruleset is the only way to go.
Not at all how it was on RZ. Strongest system of order vs chaos that I've ever seen in an online game. Griefers were rare, most were anti-pk and only fought other anti-pk guilds when they broke rules or stole camps or raid mobs.
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  #29  
Old 07-31-2013, 04:35 PM
HippoNipple HippoNipple is offline
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Originally Posted by Tradesonred [You must be logged in to view images. Log in or Register.]
To me the biggest problem with Red99, which i layed out early in the servers launch, was that xp loss in pvp gave these sort of people a sharp knife to grief people with.

On rallos, that knife was a butter knife... you could corpse camp someone, but he wouldnt lose xp. I still remember that time when some ranger found my wizard's bindpoint and he proceeded to kill me over and over. I said in /say "Gonna make a sandwich, ill be back in 10mins". When i came back from my sandwich, he was still there, i didnt say anything and he kept killing me. I was laughing. He was getting griefed, not me. Sorta.

If you dont have the thick skin to soak a bunch of corpse camps, i dont think youre cut out for EQ pvp anyway. Its just the custom added grief that was totally ridiculous.

We can all theorycraft about what went wrong, but id put my hand in the fire thats what killed alot of the servers pop, that griefers were allowed to thrive like this and put on steroids with the custom xp loss shit.

Thats why i thought a fresh start would have been good, because new people would have been allowed to dip their toes in the water and griefers would not have been given a free rein like they were in 2011-2012

Im not up to date on what was the whole purpose of the teams server thread, but i think a 3rd server splitting the pop in 2, to momentarily gain a pop that wouldnt stick around once its clear one team is winning is as bad an idea as xp loss in pvp. If there was ever such a thing as a tentative "Would you enjoy a teams server?" thing.



Not an argument. I havent read anyone that explained howd you balance the teams so pop wasnt allowed to spiral down the toilet because one side becomes dominant.
The exp loss level 1-50 wasn't that bad. If you are getting corpse camped while you are at the keyboard why wouldn't you just plug and get on a different character for a bit. You can then message some friends to help out or just not log on that char for a half hour.

At low level you could get 20% of a level in an hour pretty easy and that should give you plenty of pvp deaths before you were in the hole.

I figured it was level 51+ that most people had a problem with when concerned about PvP exp loss and that obviously had no effect on the population early on.

I like having a penalty on death but along with a reward for killing someone. Item loot is a lot of fun and I believe it to be a much better system.
  #30  
Old 07-31-2013, 04:42 PM
Tradesonred Tradesonred is offline
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Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
The exp loss level 1-50 wasn't that bad. If you are getting corpse camped while you are at the keyboard why wouldn't you just plug and get on a different character for a bit. You can then message some friends to help out or just not log on that char for a half hour.

At low level you could get 20% of a level in an hour pretty easy and that should give you plenty of pvp deaths before you were in the hole.

I figured it was level 51+ that most people had a problem with when concerned about PvP exp loss and that obviously had no effect on the population early on.

I like having a penalty on death but along with a reward for killing someone. Item loot is a lot of fun and I believe it to be a much better system.
Its a dead horse but to anyone who played on Rallos, we can tell it was night and day. You could not spend 80% of your time pvping and 20% pveing on red. You would be in the hole. It doesnt matter if "it wasnt that bad" what matters is that it made Red a PVE heavy server, where rallos was a PVP heavy server. Totally different experience.

You dont make PVPers stick around with a PVE heavy gameplay, with a sprinkle of pvp on the side. I dont know, to me it was boring as fuck because the grind was so huge, and theres only so much nostalgia you can tap into before it becomes obvious youre not gonna be spending alot of time pvping like you did on Rallos.

Thats why all that was left in the end were mostly: PVEers (Nihilum) and the griefers who slowly but surely ran the servers pop to the ground, after which they quit themselves when there was nobody left to grief and Nihilum was untouchable because they would sit 45 in a zone. And now you got little influx here and there of new people that cant be rapidly griefed out now that xp loss been taken out, but devs reacted too late imo, wether it was for RL reasons or they liked xp loss, whatever.
Last edited by Tradesonred; 07-31-2013 at 04:55 PM..
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