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  #1  
Old 12-19-2016, 05:16 PM
Vexenu Vexenu is offline
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Originally Posted by fadetree [You must be logged in to view images. Log in or Register.]
I think a fundamental problem with his idea is that there's a difference between 'mystery' and 'unreasonably hard'. If you are flailing around because you *don't* know the mechanics, yes it makes seem harder. That just feels ok, understandable, and it's also fun figuring out stuff. There's hope to be had and cool new techniques to be shared.

However, if you take known mechanics and just make them WAY harder, it doesn't feel the same. You know perfectly well why things are or are not working, and you know there's nothing you can do to make them any better other than just group up and play really hard and suffer through it. That's a valid play style for some, but you will lose people's interest at a huge clip, I predict. You will do nothing to 'recapture' the original feels of being alone in a harsh world without a clue, because everybody has a clue. Let's face it, even as well known and 'easy' as it is, EQ will still make you pay horribly for mistakes and they seem to happen in infuriatingly obscure and random ways. It's balanced some though, becuase lots of teh game is fairly well known and more or less 'easy'. Cranking up the 'hardness' knob will make those kinds of things even harder to take.

I personally would be fine with no MQ and lots more of the good stuff being non-droppable.

Now, if a NEW game was all super bad-ass hard, then yeah I can see that. I'm looking at you, Pantheon.
This is a good point, but on the other hand, why are we playing EQ to begin with and not a modern MMO which is much easier and more convenient to the player in almost every respect? Nostalgia plays a big role, but I think there's also simply something appealing about difficult gameplay for many people here. So I agree - a PvE+ server would definitely not be the same feeling as classic, which is impossible to replicate - but artificially enhancing the difficulty would produce the closest thing possible at this point. It would certainly feel more classic than Blue is now, at least, which is the main goal behind the proposal.
  #2  
Old 12-19-2016, 05:10 PM
Maciver Maciver is offline
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tl;dr
  #3  
Old 12-19-2016, 05:13 PM
mickmoranis mickmoranis is offline
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it literally says on the front page of the project what the next server is lel
  #4  
Old 12-21-2016, 07:06 PM
HippoNipple HippoNipple is offline
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Everyone in this thread cares more about a new server than the only person that could actually make another p99 server.
  #5  
Old 12-21-2016, 08:13 PM
zati zati is offline
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Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
Everyone in this thread cares more about a new server than the only person that could actually make another p99 server.

cold blooded. /thread tho

Also you got to look at it at the perspective of the GMs tho. They got lives, it takes hard work to code all the stuff they do, and they don't get paid.

Would anyone in this thread man up and do all that for the sake of an old game? Well its nice to come up with sick ideas; the best constructive way would be to learn to code, gain yrs of experience, then implement ALL of that knowing you get no profit. So yeah.. I'm just thankful that the game even exists at this point in time and are people willing to run it for free.
Last edited by zati; 12-21-2016 at 08:18 PM..
  #6  
Old 12-21-2016, 09:15 PM
rollin5k rollin5k is offline
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Binding IP to accounts would be fuckin amazing
  #7  
Old 12-27-2016, 02:44 PM
Rygar Rygar is offline
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A lot of your ideas will make the game more difficult and harder to advance, I just think they would be too frustrating and people would leave the game. If I don't have time to group but want to work on a quest or tradeskills, I can run around and do it on p99 myself, but it seems a lot harder in your world to convince other people to do my coldain ring or help me increase my blacksmithing. You are making a game that requires 4hr blocks of time to achieve things in (finding a group is the frustrating part, actually doing things is the rewarding part), I think that is a flaw in classic that only encourages addictive personalities and poopsockers. The food no rent stuff I don't get, how does a bottle of water go bad?

Raid mobs destroying gear permanently? Seems extreme. I think vanilla WOW had it right with repairing early on, where if you didn't repair gear it could permanently destroy. You could make repairs only doable in town, so that people can't just park out at mobs round the clock. Wiping with some partial repair damage could destroy your gear permanently, this would slow the raid machine down a bunch and could add risk (Do we attempt Vulak again and risk a wipe and lots of tears with lost gear? or concede mob and fight another day?). You would probably need to restrict repairs to town and not allow items or tradeskills to do this, else every raid would have them there. This could also balance the economy. Perhaps items that are repaired have a 1 hr 'cooldown' period where they can't be repaired again until that time is up.

In regards to charming, I agree it is OP without that much consequence. I just think when charm breaks mob gets some kind of 'rage' buff that makes it unstunnable / unrootable / unsnarable / unmezzable / uncharmable and adds 50% haste buff for 10 seconds. Still very usable in groups, but extremely dangerous solo (better be ready to chain cast rune).

Recharging should exist, but not by current method. Maybe certain items can be recharged in certain town locations using a vendor, and have deity / faction restrictions (such as only Tunare worshippers can recharge root nets). A lot of these charge items should be NO DROP to prevent transferring for recharges.

I'm definitely in favor of larger assist calls on mobs, it never made sense to me that you can beat a froggie down and then 20 feet away some guard that is FACING YOU is just letting you beat up his buddy. For immersion sake and better focus on off-tanking / CC it would be better that any mob within a 200-250 range is given an assist call (but that mob won't issue an assist call else entire dungeon would pull at once).

I really like the permanent EXP loss angle in the planes, that is just really appealing to me. Can make for some great stories, especially if you add a lot of mobs to the zone in to make breaking in difficult (my most fond classic memory is a rough break-in to Plane of Hate). Getting gear and kills in that zone would make you feel legit as hell.

No MQ I agree on 100%, same with corpsing no-rent items (makes no sense to me how it currently works in game).

In general, I'd encourage your changes to make you fight as a smarter player, not just require more numbers or a longer grind. As an example, maybe you can cap rez exp gain to 75% in the game, so that death always has a real consequence, yet make rez available to paladins and necromancers so it is more available in the realm.

Bottom line though, any changes to EQ aren't going to be called 'classic in spirit' or anything like that, just call it what it is: improvements to classic. Should help avoid the haters (although most people seem to hate threads like this... which were classic on EQ server boards everywhere back in the day).
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  #8  
Old 12-21-2016, 09:41 PM
Vexenu Vexenu is offline
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I wonder how many people would be in favor of the following simple, relatively easy to implement changes for any new server, regardless of ruleset:
  • Item recharging is disabled (or at minimum recharge costs exponentially increased)
  • Multi-questing is disabled
  • PBAOE spells reduced to 10 maximum targets
  • Monk sneak pulling is disabled
  • Soulfire is only clickable by Paladins
  • Rotation enforced (if not a PvP server)

I think these are all fairly conservative and would enjoy broad popular support. And I think most people would agree they would have a positive impact on the health of the server.

Binding accounts could maybe work if it used a combination of IP and MAC addresses. But I'm not sure how necessary or even beneficial that would be on anything except the Teams PvP server (where it would be an absolute godsend).
  #9  
Old 12-22-2016, 12:23 AM
Ikon Ikon is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
I wonder how many people would be in favor of the following simple, relatively easy to implement changes for any new server, regardless of ruleset:
  • Item recharging is disabled (or at minimum recharge costs exponentially increased)
  • Multi-questing is disabled
  • PBAOE spells reduced to 10 maximum targets
  • Monk sneak pulling is disabled
  • Soulfire is only clickable by Paladins
  • Rotation enforced (if not a PvP server)

I think these are all fairly conservative and would enjoy broad popular support. And I think most people would agree they would have a positive impact on the health of the server.

Binding accounts could maybe work if it used a combination of IP and MAC addresses. But I'm not sure how necessary or even beneficial that would be on anything except the Teams PvP server (where it would be an absolute godsend).
Put lazy aggro in there too. In regards to PBAOE i think better to find out the real values of the 3 types and set them to classic. Each of the AOE spells had limitation on the number it could hit in classic.
  #10  
Old 12-22-2016, 01:03 PM
fadetree fadetree is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
I wonder how many people would be in favor of the following simple, relatively easy to implement changes for any new server, regardless of ruleset:
  • Item recharging is disabled (or at minimum recharge costs exponentially increased)
  • Multi-questing is disabled
  • PBAOE spells reduced to 10 maximum targets
  • Monk sneak pulling is disabled
  • Soulfire is only clickable by Paladins
  • Rotation enforced (if not a PvP server)

I think these are all fairly conservative and would enjoy broad popular support. And I think most people would agree they would have a positive impact on the health of the server.

Binding accounts could maybe work if it used a combination of IP and MAC addresses. But I'm not sure how necessary or even beneficial that would be on anything except the Teams PvP server (where it would be an absolute godsend).
I'd be ok with this, except that rotations cannot be enforced without drastically increasing CS staff and all the problems that go with it.
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