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  #1  
Old 11-07-2011, 03:26 PM
Slave Slave is offline
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Originally Posted by skorge;457158
Now that the P99 staff has unclassically nerfed hoops...
fixed
  #2  
Old 11-07-2011, 03:29 PM
Samoht Samoht is offline
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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
lol

But seriously, I hardly call getting 26 people together trivial. That is like 10% of the online population as it now stands.
You're ignoring the point of the thread and quoting me out of context to troll the post. 26 people to kill trak with hoops is zerg and is trivial. That's why it was changed.

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Originally Posted by skorge [You must be logged in to view images. Log in or Register.]
What the OP is saying is that they "changed" the hoop here in P99. This change was not classic...so why won't they completely fix all items that are rechargeable? It's a known exploit and needs to be addressed in some manner.

It would be a simple fix: make a list of all items rechargeable and put in an insane vendor price (99,999p).
The problems with the hoop was game breaking. You (just like the OP) are missing critical reasons as to why the rest of the rechargeable items should be changed. Nothing else has been proven to be a fraction of the problem that hoops were, and as was stated twice before in this thread, nerfing lockets of escape would be highly not classic, especially in Velius.

Since item charging is clearly classic as quoted by the OP himself, the onus is on you to provide a reason why it should be removed. You haven't.

Quote:
Originally Posted by skorge [You must be logged in to view images. Log in or Register.]
Now that the P99 staff has fixed hoops they can readjust lifetaps to put them back on classic scale.
Hoops are still available. Necro/hoop zerging was still expected to be an issue after nerfing the recharge which happened at the same time as the resist change. The resist change was meant to be implemented along with the recharge change, not as a separate fix to be changed later.
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  #3  
Old 11-07-2011, 03:37 PM
Slave Slave is offline
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Originally Posted by Samoht [You must be logged in to view images. Log in or Register.]
You're ignoring the point of the thread and quoting me out of context to troll the post. 26 people to kill trak with hoops is zerg and is trivial. That's why it was changed.



The problems with the hoop was game breaking.
So then... what is not game breaking in your opinion? Having 1 or 2 guilds monopolize everything? And according to you, 10% of the server population is not enough to kill Trak without silly name-calling. So what is acceptable? 20% of the online population? 40%? Would 80% of all online people need to be in the same guild and killing Trakanon in order to fulfill your totally arbitrary sense of what is or is not game breaking?

The only thing this server was supposed to be predicated on is Classic game mechanics. Nerfing Hoops was not Classic, neither was destroying pet class aggro along with a host of other things. That's why we now have half the server population that we had 2 months ago.
  #4  
Old 11-07-2011, 03:51 PM
skorge skorge is offline
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Quote:
Originally Posted by Samoht [You must be logged in to view images. Log in or Register.]
The problems with the hoop was game breaking. You (just like the OP) are missing critical reasons as to why the rest of the rechargeable items should be changed. Nothing else has been proven to be a fraction of the problem that hoops were, and as was stated twice before in this thread, nerfing lockets of escape would be highly not classic, especially in Velius.

Hoops are still available. Necro/hoop zerging was still expected to be an issue after nerfing the recharge which happened at the same time as the resist change. The resist change was meant to be implemented along with the recharge change, not as a separate fix to be changed later.
First of all, as far as the hoops issue goes...it still must be screwed up. Hoops were going for 6k on our server on average even during Kunark era, which means they must have been uber rare. Based on the 6k price range, it should take roughly 5k of rubies on average to score an Ivandrys Hoop - what guild would spend 5k x 30 people = 150k on Trak? This is kinda derailing the thread but the Hoop deal needs to be looked at again if its not taking about 5k or so on average to get one...this will open up them reverting lifetap resists back to classic.

Secondly, the staff should have never even made the change to start with since this is a classic server (maybe in regards to Lyguna dropping the hoop less often)...in this regard the OP is valid in wanting changes made to all rechargeable items because he thinks to himself "hey they made this change, so why dont they make this change too - it makes sense."

Sure other rechargeable items are not game breaking but the thing is, they went ahead and made other non-classic changes here, so why not stop there?
  #5  
Old 11-07-2011, 04:10 PM
Brinkman Brinkman is offline
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Quote:
Originally Posted by Samoht [You must be logged in to view images. Log in or Register.]
From what I can tell, you've now realised I was correct but still refuse to concede it openly because you seem to either have some resentment towards me for being right or are too proud for being wrong yourself.
Based on your posts I realized I was in error for using the word "fact" one time, and the tone of my Op was off because of that. With that, I changed my OP dramatically.

Doing all of that should have shown quite obviously that I was OPENLY conceding to the idea that I cannot prove VI didnt intend for vendor recharging to be in game.

Seriously , come one. This is part of my edited OP

"There is no proof that can be gathered at this time that completely proves VI was against item recharging "

Would you like me to start a new post saying Samoht was right, its an opinion!!

What I wont let go of is my opinion.

This thread is allowed in Server chat because its not considered a bug atm. Its quite obvious that the devs on p99 felt item recharging needed to be in game... as using the titanium client as a base, they had to unbreak item recharging. What I am doing is saying I think it needs to be looked at again.


How about instead of trolling my thread, and trying to get it moved you answer one simple question.

What is your opinion on how Vendor recharging works, do you think that the way its done was implimented by VI and intended to work that way? I.E needing two of the same item, having to sell items in a certain order and so on. Do you THINK it was intended?
  #6  
Old 11-07-2011, 02:47 PM
Brinkman Brinkman is offline
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Edited my post to make it an opinion.

Now do you have anything to contribute to said opinion?
  #7  
Old 11-07-2011, 02:51 PM
Nirgon Nirgon is offline
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Fix item recharging, then make SK/necro taps work on raids correctly again :P.
  #8  
Old 11-07-2011, 03:01 PM
Brinkman Brinkman is offline
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Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Fix item recharging, then make SK/necro taps work on raids correctly again :P.
Yeah they kinda dimnished a few classes abilities because of the hoop deal.
  #9  
Old 11-07-2011, 03:28 PM
Nirgon Nirgon is offline
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Uh no, just fix vendor recharging touch nothing else imo.
  #10  
Old 11-07-2011, 04:17 PM
Samoht Samoht is offline
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You haven't proven anything. I've reread your original post, and it actually seems to be moving away from recharging items to melees using consumables at all.

Quote:
Originally Posted by Brinkman [You must be logged in to view images. Log in or Register.]
Why anyone thinks its alright for a pure melee class to be able to Root, Lifetap, Bind affinity, invis, rez, gate, port, enduring breath, levitate, dispell is beyond me. Many of these items are instant cast which is even more unbalanced. The classes who actually get these spells have to sit there for 3-10 seconds casting. On top of that, some of these items are not lore, meaning people can carry around a backpack full of them ( root and invis.)
This is obviously working as intended, and obviously classic. You would completely undermine entire class/race based tradeskills to remove clickables. Alchemy, Make Poison, and Tinkering become worthless if pure melees aren't allowed to use them.

Quote:
Originally Posted by Brinkman [You must be logged in to view images. Log in or Register.]
Just to add correct info, Vendor recharing was completely removed in the sept 9, 2003 patch. Edited my main post to reflect that.
By the way, where did you find this information? Your original post needs to be updated to either link to or quote the patch notes. Both if you're looking for an A+
Last edited by Samoht; 11-07-2011 at 04:22 PM..
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