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  #31  
Old 11-19-2013, 03:56 PM
Kergan Kergan is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
I am definitely open to ratcheting down needed resist values when opening T99, especially since we will have a beta period. (And item loot needs classic resists.)

I try to tread with a bit of a lighter touch with R99, since the server's been out so long and any changes don't go through a beta period. Perhaps that's a bit misguided, but that's what I aim for. So when Nizzar says +40% resist rate across the board, I am inclined to agree, but that's not what I am going to slap onto R99 next patch.
So up it 5% every patch until it seems right?
  #32  
Old 11-19-2013, 04:01 PM
Alecta Alecta is offline
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The system I am putting in place doesnt require patches to adjust those values.

Nilbog can log in and ratchet them up or down sans patch.
  #33  
Old 11-19-2013, 04:08 PM
Nirgon Nirgon is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
My vote for T99 is hard-coded SZ teams, +/- 4 levels, RZ style item loot, FV style no-drops, more classic resists (most spells partial heavily around 110, resist outright at 150ish - at least through Kunark.). Easy to understand, easy to code.
This shit right here is why after being told over and over the right areas were getting serious attention that I was glad I took a look back here.

He wants shit pretty classic! He's also able to differentiate that we need resists fixes BEFORE item loot, something I have been trying to say but get parsed out only as "you want a griefathon item loot system".

If you are in just planar, you will be BETTER OFF than you are here in full gear for the most part.

It's a great system if you give it a chance and learn to play it. Classes like necros even become strong and viable, extremely strong in capable hands. Instead of a class that trades 2 dots for 2 nukes and dies, and the dots are easily dispelled by just cancel magic (I have a bug post that would *greatly* help both servers on dispel mechanics and I think buff order too).

I'm not 100% on FV's style of no drops... I think planar was droppable there? But epics weren't? Something along those lines, GLAD TO ADMIT I'M NOT SURE ON THAT [You must be logged in to view images. Log in or Register.].
  #34  
Old 11-19-2013, 04:13 PM
Kergan Kergan is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
This shit right here is why after being told over and over the right areas were getting serious attention that I was glad I took a look back here.

He wants shit pretty classic! He's also able to differentiate that we need resists fixes BEFORE item loot, something I have been trying to say but get parsed out only as "you want a griefathon item loot system".

If you are in just planar, you will be BETTER OFF than you are here in full gear for the most part.

It's a great system if you give it a chance and learn to play it. Classes like necros even become strong and viable, extremely strong in capable hands. Instead of a class that trades 2 dots for 2 nukes and dies, and the dots are easily dispelled by just cancel magic (I have a bug post that would *greatly* help both servers on dispel mechanics and I think buff order too).

I'm not 100% on FV's style of no drops... I think planar was droppable there? But epics weren't? Something along those lines, GLAD TO ADMIT I'M NOT SURE ON THAT [You must be logged in to view images. Log in or Register.].
Not sure anyone is going to pipe up with in depth knowledge of the FV ruleset, lol. Maybe OG RMT kingpins?

Also, picking a bunch of classic features from different servers and putting them together is not classic, as no server ever existed with those rules. So are you breaking a little bit from the classic or bust mindset???
  #35  
Old 11-19-2013, 04:17 PM
Vile Vile is offline
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savior nirgon
  #36  
Old 11-19-2013, 04:24 PM
Nirgon Nirgon is offline
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I'm never breaking from classic or bust. I've warned against the dangers of cross teaming and the evil race being immediately over populated creating a lack luster blue server. There will be great amusement to be had for months before this eventually happens.

I'm merely saying item loot can work and classic resists are way better than what we have now. When I say you'll be fine in no drop, I do not mean without resist changes. In fact, even with full resist gear here, you really aren't "fine" in mass pvp.

2% chance, 10 people trying to root. 5 roots from each, you're going to get rooted and instagibbed in 30v30. Try to finish a pumice cast before you die btw (I'm very familiar with dispel mechanics, feel like I had to add this).
  #37  
Old 11-19-2013, 05:32 PM
HippoNipple HippoNipple is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
I'm never breaking from classic or bust. I've warned against the dangers of cross teaming and the evil race being immediately over populated creating a lack luster blue server. There will be great amusement to be had for months before this eventually happens.

I'm merely saying item loot can work and classic resists are way better than what we have now. When I say you'll be fine in no drop, I do not mean without resist changes. In fact, even with full resist gear here, you really aren't "fine" in mass pvp.

2% chance, 10 people trying to root. 5 roots from each, you're going to get rooted and instagibbed in 30v30. Try to finish a pumice cast before you die btw (I'm very familiar with dispel mechanics, feel like I had to add this).
Why do people say this when you could just have 5 wizards cast 1 lure and kill someone instantly, or 10 necros cast a siphon (basically casting something that won't be resisted). Why would you have 1/3 your team casting 5 roots in a row to kill one person. I would think 10 players of almost any class could take down 1 player in the time it takes to cast 5 roots. In the amount of time it takes to do that you lose a couple players yourself.
  #38  
Old 11-19-2013, 05:41 PM
Nirgon Nirgon is offline
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Lure takes twice as long to cast, much easier to get out of range.

4.5 vs 2.0

More classes have access to root than lures and drains.

Welcoming any and all questions.
  #39  
Old 11-19-2013, 05:56 PM
HippoNipple HippoNipple is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Lure takes twice as long to cast, much easier to get out of range.

4.5 vs 2.0

More classes have access to root than lures and drains.

Welcoming any and all questions.
Spamming root with 10 people still isn't a good tactic with the current resists. Alecta already changed them slightly.
  #40  
Old 11-19-2013, 06:05 PM
Kergan Kergan is offline
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That's because with current resists one person spamming root is usually enough. EQ PVP was an afterthought really, and the game mechanics weren't designed with PVP in mind. Root is ridiculously overpowered when it lands if you think about it, let alone a long duration stun, blind or mez. But we still love it and have to work around these things to create a system that is the most enjoyable.

I think looking at resists is a good start, but should a 40+ second root really exist in a PVP environment?
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