Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 07-16-2016, 11:12 AM
lowner411 lowner411 is offline
Kobold

lowner411's Avatar

Join Date: Nov 2014
Location: Ohio
Posts: 174
Default

Quote:
Originally Posted by fadetree [You must be logged in to view images. Log in or Register.]
The reason Red has low pop is because people don't want to play EQ PvP. End of story. There is no other reason, and there's no way to fix it. I personally don't care what happens to Red, but I say no to bringing characters over.
More accurately, a small subset of people who play EQ want to play PvP, and like those who play EQ on blue, there are various reasons they want to play there.
  #2  
Old 06-29-2016, 06:00 PM
Izmael Izmael is offline
Planar Protector

Izmael's Avatar

Join Date: Jul 2015
Posts: 2,289
Default

Pity reply.

Regardless, we need referendum for a BREDGE (Blue RED merGE).
  #3  
Old 06-29-2016, 06:14 PM
Ivory Ivory is offline
Planar Protector


Join Date: Apr 2014
Posts: 1,017
Default

Nooo, keep red where it is!! Their population is really toxic!! Red is like the voluntary prison colony of everquest..... basically Qeynos.

We could really use another blue (green!) server though :3
  #4  
Old 06-30-2016, 01:25 AM
Tewaz Tewaz is offline
Planar Protector


Join Date: Jun 2011
Posts: 1,229
Default

You don't understand the purpose of pvp apparently. If a discord player enters Sebillis and sees a group fighting Fungi King, they can't run down and fight those people off the mob if they aren't discord flag. This makes it absolutely pointless.
  #5  
Old 06-30-2016, 02:35 AM
Jimjam Jimjam is offline
Planar Protector


Join Date: Jul 2013
Posts: 12,822
Default

Quote:
Originally Posted by Tewaz [You must be logged in to view images. Log in or Register.]
You don't understand the purpose of pvp apparently. If a discord player enters Sebillis and sees a group fighting Fungi King, they can't run down and fight those people off the mob if they aren't discord flag. This makes it absolutely pointless.
Is there a lot of beating off other players in Sebillis on the red server as it stands?
  #6  
Old 06-30-2016, 02:07 AM
Zuranthium Zuranthium is offline
Planar Protector

Zuranthium's Avatar

Join Date: May 2011
Location: Plane of Mischief
Posts: 1,906
Default

Red characters should be moved to blue just for the sole purpose of not deleting the characters. Red server needs to be restarted and have much different game coding.
__________________
  #7  
Old 06-30-2016, 03:06 AM
Brut Brut is offline
Planar Protector

Brut's Avatar

Join Date: Dec 2009
Location: Akin to North Pole
Posts: 1,403
Default

Wipe it clean, make a red99 that doesn't leave classic era with current mechanics and fixes. Problems solved.
__________________
Brutillus 60 Dragon Hero Bracer Shadowknight - <Awakened>
http://i63.tinypic.com/208jtcm.jpg
  #8  
Old 06-30-2016, 09:50 AM
Whirled Whirled is offline
Planar Protector


Join Date: Jan 2014
Posts: 1,792
Default

Most players have considered red and found much better elsewhere. #closethread2016
  #9  
Old 06-30-2016, 11:34 AM
lowner411 lowner411 is offline
Kobold

lowner411's Avatar

Join Date: Nov 2014
Location: Ohio
Posts: 174
Default

The best PvP game I ever played was Darktide on Asheron's Call. Completely open PvP, any level vs. any level, became guild v. guild. Unfortunately, the "evil" guild, which ganked anyone they wanted and prevented people from leveling up, beat the "peace" guild which wanted to defend the newbies--in part because the former spent more time levelling and the latter spent time running round defending the newbie areas. I saw the same thing on Sullon Zek, as the "evil" side just levelled, and the "good" and "neutral" defended.

Whatever you think of it (and I never played it) I think this is what DAOC wanted to eliminate--create areas and rewards for PvP, and areas for those who just want to level.

There are only a limited number of players who count achievement as victory over other players, and a limited number of players that accept that getting beat down is a part of PvP. It's significant that there are sometimes more players sitting in EC on blue selling stuff than playing Red.

So, ironically, the best way to get more players on Red, is to open another Blue. Get more people playing P1999 in total, then there will be more people to fill that small percentage who want to play a PvP server, maybe enough to make a viable server.

That, and force more than 1 or 2 guild dominance. Either force teams, or my preference, restrict guild size.
  #10  
Old 07-01-2016, 01:39 AM
Zuranthium Zuranthium is offline
Planar Protector

Zuranthium's Avatar

Join Date: May 2011
Location: Plane of Mischief
Posts: 1,906
Default

Quote:
Originally Posted by EQBallzz [You must be logged in to view images. Log in or Register.]
Open world PvP blows because the prevailing strategy is just to use overwhelming numbers so your opponent has no chance.
It's definitely something that needs to be curbed, with limited guild sizes and providing other opportunities to the non-zerg entities.

Structured PvP with equal number of players on each side needs to be a thing. World PvP can be fun, and for a "Good vs. Neutral vs. Evil" type of World PvP you can implement interesting zone-specific features, but ultimately you need some form of "Battlefield" PvP where individual guilds and players can compete in a way that is all about skill and coordination, rather than extraneous factors.

Structured PvP can inform the World PvP and PvE too. In Guild Wars 1 it was "America vs Europe vs Asia" and in order to enter the top PvE area of the game, the majority of your party had to be part of the favored faction. This was determined by the dominate nationality of the 8-person group that was winning in the Hall of Heroes at the time, an 8v8 (sometimes 8v8v8) PvP mode where you had to win battles consecutively to get to the Hall of Heroes.

I didn't do PvE hardly at all in Guild Wars 1 (pretty much just to get some skill unlocks for PvP), but it was fun to PvP in Hall of Heroes and you can see how they can be linked together. The individual group that won Hall of Heroes would get PvE rewards as well. There are other things you could implement in this vein, such as weekly 8v8 tournaments with a set amount of teams from each faction. The winning team's faction could get a small exp boost in PvE for a week and perhaps a small PvP bonus towards invading the "stronghold" zones of the other factions. The individual winning 8-person team would of course get their own specific reward too...including real life money if the PvP mode of a game like this became a popular e-sport.

Quote:
Originally Posted by lowner411 [You must be logged in to view images. Log in or Register.]
The best PvP game I ever played was Darktide on Asheron's Call. Unfortunately, the "evil" guild, which ganked anyone they wanted and prevented people from leveling up, beat the "peace" guild which wanted to defend the newbies--in part because the former spent more time levelling and the latter spent time running round defending the newbie areas. I saw the same thing on Sullon Zek, as the "evil" side just leveled, and the "good" and "neutral" defended.

Whatever you think of it (and I never played it) I think this is what DAOC wanted to eliminate--create areas and rewards for PvP, and areas for those who just want to level.
Level-restricted PvP, level-restricted gear, and multiple ways of obtaining the gear pretty much solves that problem.
__________________
Last edited by Zuranthium; 07-01-2016 at 01:44 AM..
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 10:34 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.