Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

View Poll Results: What would you definitely play if it were released ?
Luclin to be released on both Blue and Red 132 40.99%
Teams 99 (Race based pvp server) with classic timeline 55 17.08%
Blue 99 2.0 with classic timeline (no wipe, just new server) 115 35.71%
Other (please specify) 20 6.21%
Voters: 322. You may not vote on this poll

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 03-22-2016, 10:39 PM
NarcolepticLTD NarcolepticLTD is offline
Kobold

NarcolepticLTD's Avatar

Join Date: Dec 2015
Posts: 158
Default

Quote:
Originally Posted by Thiefboy777 [You must be logged in to view images. Log in or Register.]
Luclin with no graphics update and berserkers.
the character models were optional with luclin, you didn't have to turn them on.
  #2  
Old 03-22-2016, 10:52 PM
Thiefboy777 Thiefboy777 is offline
Kobold


Join Date: Sep 2014
Posts: 168
Default

Quote:
Originally Posted by Freezi [You must be logged in to view images. Log in or Register.]
Always have been/will be optional unless u wanted to use mounts then you had to use them. Never understood the outrage for other ppl that want to use them /shrug. Doesn't effect you if others use it.
Oh Ya I forgot, no mounts either.
  #3  
Old 03-22-2016, 11:52 PM
NarcolepticLTD NarcolepticLTD is offline
Kobold

NarcolepticLTD's Avatar

Join Date: Dec 2015
Posts: 158
Default

even though mounts were in with Luclin, they were prohibitively expensive and I never saw them used often until PoP
  #4  
Old 03-22-2016, 11:59 PM
iruinedyourday iruinedyourday is offline
Banned


Join Date: Apr 2014
Posts: 7,348
Default

this election is as pointless as the democratic primaries [You must be logged in to view images. Log in or Register.]
  #5  
Old 03-23-2016, 12:02 AM
Nydosa Nydosa is offline
Skeleton


Join Date: Feb 2014
Posts: 18
Default

Yet another 'hypothetical custom content' post, but in a nutshell... I'd honestly love to see a take on polishing the content in the original 3 continents, done by people who are passionate about maintaining a classic ambiance.

1) Add a new layer of mystery and puzzles: Introduce a scattering of new quests at all levels on the original continents, from easy to brain-exploding difficulty. No hints, no guides.
2) Change the comfort-level: Introduce 'some' lore-fitting changes to zones or pockets in zones. Basically 2.0 of some classic zones, preferably targeting those that are horribly underpopulated or avoided. Rare mob cycles in more zones. Increased danger/risk/reward factors.
3) Polish unfinished, broken, or out-of-tune content from the ground up: Broken quests/items that are classic?, item balancing (especially classic vs kunark vs velious), newbie zone difficulty, sparse mob populations, spell fixes (levels, mana, usefulness).
4) Add in 'some' new top-level content: As many have said...scattered PoP raid zones, or perhaps some Luclin raid zones, attached to classic locations. Fit in with the classic lore.
5) Add in 'some' new bottom-level content: Beastlord could be heavily modified to be a 'useful' class as an option for freshness. Newbie quests, and new drops/mobs.



This doesn't mean things like the Frogloks taking over Grobb, but perhaps outdoor zones like the Karanas are given more rare-mob tables like Frontier Mountains? How about more NPCs wandering the wilderness seeking items, lost-ones, or picking fights? What about a classic-based "Ring" war, shawl, or Greenmist? Could some mundane outdoor zones be instanced to be used as raid zones [Lesser Faydark]? Why not explore the day/night cycle mob tables for more zones?


Another way to put it... pretend the creative energy for putting cats on the moon went into 'Let's add more depth to our already great world'. Really, we're playing the same old-world content nearly 2 decades later...couldn't some tasteful depth to that be an interesting dynamic to explore?
  #6  
Old 03-23-2016, 01:12 AM
Evia Evia is offline
Planar Protector

Evia's Avatar

Join Date: Jun 2014
Location: USA
Posts: 2,189
Default

Quote:
Originally Posted by Nydosa [You must be logged in to view images. Log in or Register.]
Yet another 'hypothetical custom content' post, but in a nutshell... I'd honestly love to see a take on polishing the content in the original 3 continents, done by people who are passionate about maintaining a classic ambiance.

1) Add a new layer of mystery and puzzles: Introduce a scattering of new quests at all levels on the original continents, from easy to brain-exploding difficulty. No hints, no guides.
2) Change the comfort-level: Introduce 'some' lore-fitting changes to zones or pockets in zones. Basically 2.0 of some classic zones, preferably targeting those that are horribly underpopulated or avoided. Rare mob cycles in more zones. Increased danger/risk/reward factors.
3) Polish unfinished, broken, or out-of-tune content from the ground up: Broken quests/items that are classic?, item balancing (especially classic vs kunark vs velious), newbie zone difficulty, sparse mob populations, spell fixes (levels, mana, usefulness).
4) Add in 'some' new top-level content: As many have said...scattered PoP raid zones, or perhaps some Luclin raid zones, attached to classic locations. Fit in with the classic lore.
5) Add in 'some' new bottom-level content: Beastlord could be heavily modified to be a 'useful' class as an option for freshness. Newbie quests, and new drops/mobs.



This doesn't mean things like the Frogloks taking over Grobb, but perhaps outdoor zones like the Karanas are given more rare-mob tables like Frontier Mountains? How about more NPCs wandering the wilderness seeking items, lost-ones, or picking fights? What about a classic-based "Ring" war, shawl, or Greenmist? Could some mundane outdoor zones be instanced to be used as raid zones [Lesser Faydark]? Why not explore the day/night cycle mob tables for more zones?


Another way to put it... pretend the creative energy for putting cats on the moon went into 'Let's add more depth to our already great world'. Really, we're playing the same old-world content nearly 2 decades later...couldn't some tasteful depth to that be an interesting dynamic to explore?
I like this guy's line of thinking
__________________

Kellian Cove (60 Wood Elf Rogue)
Parra Doxx (55 Barbarian Shaman)

Kellian Blindwell (25 Human Paladin)
Marvin Miyagi (24 Gnome Necromancer)
Evia (12 High Elf Wizard)
  #7  
Old 03-23-2016, 05:59 AM
Azimon Azimon is offline
Orc


Join Date: Aug 2010
Posts: 45
Default

Quote:
Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
I like this guy's line of thinking

I agree, in my eyes Luclin was a horrible expansion...Mobs in that expansion had way too much armor in the end game, and there was too much grinding for "special" weapons in order to raid. Aa's are cool, but alot of the "problems" in Velious could be fixed with items with abilities, especially for rangers and their bow issues before luclin.

I also hated the fact that travel became easy, as it is such an important part of the game.
  #8  
Old 03-23-2016, 10:43 AM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
Default

Quote:
Originally Posted by Azimon [You must be logged in to view images. Log in or Register.]
I agree, in my eyes Luclin was a horrible expansion...Mobs in that expansion had way too much armor in the end game, and there was too much grinding for "special" weapons in order to raid. Aa's are cool, but alot of the "problems" in Velious could be fixed with items with abilities, especially for rangers and their bow issues before luclin.

I also hated the fact that travel became easy, as it is such an important part of the game.
Let's dissect this, as people tend to have false memories of something back in 2002:

There were two special weapon types that were required. Seru and Emperor bane weaponry. Seru was killed before any weaponry was acquired using charmed pets, summoned damage shields, and caster DPS. Yep, melee were useless in the fight. Just like all the fights with silences or magic immunity where caster DPS is useless. Emperor was also killed without the weaponry being required. It certainly made the fights easier but they were hardly a requirement. You're complaining about 2 fights out of an expansion with well over 30 raid mobs/events.

The VT bane weapons were merely options to swap in for fights against Greater Akhevans, but they could still be hurt with normal weapons just the same.

AC just brought melee down from being ridiculously OP as a form of DPS, to being in line with casters. Druids, Magicians, Necromancers were actually able to compete when DPSing on raids with stacking DoTs, focus effects increasing spell power/duration, better spells and AAs. The game actually had more balance. I'd love to pull some of our Vulak, AoW and Tunare parses. Compare the rogues, monks and rangers to the wizards, necros, And mages It's not even within the same realm. When all of those classes were actually designed as primarily DPS players.

Travel being easier... Really... Let's again remind ourselves, the Nexus had a portal to each continent. Antonica (North Karana), Faydwer (Greater Faydark), Odus (Toxxulia Forest), Kunark (Dreadlands), Velious (Great Divide). Also, the Nexus functioned on a 15 minute cooldown. Meaning your average wait time when arriving at a spire was 7.5minutes.

So if you wanted to travel from GFay to Toxxulia, you would have to wait 0-15min for the port to nexus and then 15 min for the port from Nexus to Toxxulia. An average of 22.5minute trip one way. If any of you had to wait 22 minutes for a dial a port Druid you would not tip them. And this only transfers you between 2 of 5 destinations. Not anywhere close to the 15+ different locations each Druids and wizards can drop you off at (all of which overlap with and are more convenient than the 5 nexus portals).

So the next time you think Luclin made travel too easy, run from where you are to one of the 5 Druid rings the nexus could take you to, wait 15-30 minutes and then ask a dial a port for a port to one of 4 other locations, and then run to your final destination....
Last edited by Daldaen; 03-23-2016 at 10:48 AM..
  #9  
Old 03-23-2016, 12:36 PM
Bwils Bwils is offline
Sarnak


Join Date: Aug 2011
Posts: 287
Default

Stopping at vellious to keep the classic experience is great. But the issue is you can't evolve your character anymore only by getting better gear. Eventually population will be burnt out. Luclin would ruin the classic experience with the bazaar and other factors but the ability of AAs I feel is the only way to have the grind long lasting. If they do Luclin they would have to do POP then stop there. Adding new expansions would kill the experience for half the server who want classic so they would have to open another server. Adding Lublin and POP would be a lot of work for devs so it would never happen.
  #10  
Old 03-23-2016, 06:12 AM
Azimon Azimon is offline
Orc


Join Date: Aug 2010
Posts: 45
Default

Quote:
Originally Posted by Freezi [You must be logged in to view images. Log in or Register.]
/who all dial
/t druid port me

Very very crucial part of the Everquest experience.
Yeah, it is, SoW and Port is an important part of the economy. "Is it worth paying to port there since im short on funds?, should i pay for a SoW instead?"

Once you're max level and "rich", a port is "nothing" in terms of cost, but it's at that point still a great source of income for druids and wizzies
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 12:56 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.