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  #41  
Old 06-23-2016, 01:10 PM
HippoNipple HippoNipple is offline
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Originally Posted by Samsung [You must be logged in to view images. Log in or Register.]
My favorite part was when Zade sold his warrior to Elderan for rl cash, name changed it on Zade, than he threatens Twainz for calling him out for rmting then quits the staff. Hehe that's my favorited part.
I would think your favorite times would be the moments between your RMT when you got to revel in your newly acquired pixels until the inevitable bans.
  #42  
Old 06-23-2016, 01:15 PM
Colgate Colgate is offline
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the server was best for about a month until paymelinda and rogaine stepped in and threw all of the credibility out of the window
  #43  
Old 06-23-2016, 01:37 PM
VZ_Xanit K'ven VZ_Xanit K'ven is offline
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Originally Posted by Heebo [You must be logged in to view images. Log in or Register.]
???

You have downs or just trolling?
whats wrong with

1
2
4
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...?

exactly
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Last edited by VZ_Xanit K'ven; 06-23-2016 at 01:40 PM..
  #44  
Old 06-23-2016, 01:49 PM
notinmyname notinmyname is offline
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Paymelinda snuggled nizzars fallen frog
  #45  
Old 06-23-2016, 02:00 PM
Chaboo_Cleric Chaboo_Cleric is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
The most appealing "classic" PvP server to me would be KUNARK era with these changes:

1.) Plugging while zoning results in you coming out linkdead for 10 seconds before leaving the game. Zoning itself also now takes a minimum amount of time for all players (exact amount to be determined), so as to make "zone hopping" more fair instead of rewarding the people who happen to zone the quickest. People also can now only move between the same zoneline a maximum of 3 times per minute. This way the game becomes about either fighting, running, or hoping you don't get killed when you plug. Not about continuously zone-hopping and plugging without risk.

2.) Put damage caps on the amount of DPS a character is able to do per level in melee PvP, so as to prevent twinked characters from having such large advantages and to curb the excessive amount of power that top geared/buffed melee characters have in general at the endgame.

3.) All of the raid targets being on 3-day respawns instead of 1 week, increasing the Hitpoints some of these mobs currently have, and these mobs banishing more than a certain number of players from the area - they should be more of a challenge.

4.) Emerald Jungle and Skyfire ports not requiring you to be in a Kunark dungeon. Boats to and from Kunark being much faster and more frequent, also Ocean of Tears and Erud's Crossing to some extent while we're at it.

5.) Druids + Mages + Necros getting their Velious era spells, plus Druids getting Bear form and Surefall Glade portal, and Wizards getting group translocate. Summoned pets now zone with their caster. Cleric complete heal breastplate nerfed to Velious era version. Shaman cannibalize line changed to hit once per tick over the course of 3 ticks (makes the process less tedious).

6.) Removal of class exp penalties + give Rangers/Paladins/SK's their initial Velious era buffs, but cap Harm Touch damage in PvP at 40% of an opponent's maximum health, because it can be overly gimmicky.

7.) Manastone continuing to drop but being usable only by Wizards; would work in any zone but be unusable if it would cause suicide and would be limited to 10 clicks per minute in the 'restricted' zones. Also decrease activation time on Wizard Epic to 12 seconds, and halve the activation+recharge+stun times on Harvest.

8.) Manna Robe dropping inside Permafrost dungeon from the Giants as a rare drop (removed from Trakanon and decrease respawn timer on these Giants to 22 minutes), usable by any caster, effect changed to a +100 mana pump that can be used once every 2 minutes. Would help reduce downtime for casters at the higher levels and make this zone much more highly visited.

9.) Move small amounts of various other quality items to underused zones (Runnyeye, Gorge of King Xorbb, Splitpaw, Lake Rathe, Kaesora, Dalnir, Nurga, Swamp of No Hope, Dagnor's Cauldron, Kerra Isle, The Warrens, Erud's Crossing - add some underwater content here) to increase traffic flow to those zones. Locket of Escape can continue dropping, I'm fine with melee classes sometimes being able to bind anywhere a caster can.

10.) Poison + Disease removal potions having 50 charges each, Pumice Stones having 25 charges; it's boring needing to restock so much and just makes people not want to PvP in many cases since they know they can't engage in many instances without having these.

11.) Make bind wound universally work up to 70% health and give more health back than it currently does (Skill Level divided by 2).

12.) Drastically increase the spawn rates on the Veeshan's Peak quest-key mobs, because it's retarded for people to waste so much time on that shit. Don't require a Howling Stones key at all, because that's a waste of space.

13.) Quillmane cloak only being usable by casters - melee are already strong enough, depend on casters for Levitate you meatbags.
WTF
  #46  
Old 06-23-2016, 02:10 PM
Chronoburn Chronoburn is offline
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Server was fun until they removed xp loss on pvp death and introduced pnp.
  #47  
Old 06-23-2016, 02:23 PM
Tradesonred Tradesonred is offline
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Quote:
Originally Posted by Chronoburn [You must be logged in to view images. Log in or Register.]
Server was fun until they removed xp loss on pvp death and introduced pnp.
They could always put it back and revert the server to single digit pop at off hours.

I sincerly wish they'd do it, just for the entertainement factor and the lol told you so factor.
  #48  
Old 06-23-2016, 02:46 PM
Chronoburn Chronoburn is offline
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Quote:
Originally Posted by Tradesonred [You must be logged in to view images. Log in or Register.]
They could always put it back and revert the server to single digit pop at off hours.

I sincerly wish they'd do it, just for the entertainement factor and the lol told you so factor.
Just goes to show that this server has always been a bluebiefest
  #49  
Old 06-23-2016, 03:39 PM
Topdog Topdog is offline
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Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
the server was best for about a month until paymelinda and rogaine stepped in and threw all of the credibility out of the window
consider red99 a long beta, re-release that shit and kick all of the current staff, since staff isn't enforcing any of their own written rules or more or less enforce them at random with a bit of bias i'd say were way better of having no rules at all and no gms
  #50  
Old 06-23-2016, 09:29 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
Making bind wound as good as Trak healing BP
No, it caps at 70% health and you also can't meditate while doing bind wound. It also already heals 84 points for Warriors, Rogues, Monks at their max skill. Not that much lower to begin with. The change is more about decreasing downtime in the game as a whole and giving imperfect group setups more viability. Less sitting around, more action, but still enough downtime that it feels like classic Everquest. This is important for a game where people would actually be PvPing, not just plugging.

Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
Make trak robe drop [modified] from ice giants
Yes...what's your point? Again, the change I wrote is about decreasing downtime in general. Putting this item on ice giants (inside Permafrost) has the two-fold effect of making it more open to obtain for any caster, which it should be because the game should be about SKILL, and increasing traffic to an underused zone in the game.

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Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
Cap damage which would make 2h high delay weapons pointless
That's not what would happen. Dual-wielding and hitting 4 times in an instant with lower damage weapons, as compared 2 times with a 2h weapon, would also have its damage amount reduced. This is about the overall DPS being balanced to a more equitable amount; jousting would still be a thing. Remember, the server would be more about actual PvP, with more drawn-out fights. Melee damage is simply WAY overpowered in PvP as the gear increases, especially for extended fights. Auto-attacking is an unlimited resource. Casting ends when the mana runs out.

Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
Increase required raiding time by 100%
Why would required raiding time be increased by 100%, especially giving the changes I proposed to help decrease downtime in the game? It's up to each guild and individual themselves how much they want to raid. Since raid targets would banish excessive numbers of people, this also assumes there would be 4+ different competitive guilds, with smaller rosters who wouldn't be able to constantly farm every single raid target to begin with. OR, a single huge guild would split their force in half and go after different targets, since the additional people would be forced to sit way behind the main raid force, where they would get slaughtered by another guild that is waiting.

Furthermore, it's not like that raid schedule (of trying to contest 100% of Kunark raid content on 3-day spawns) would actually be more intensive than in Velious era, if you were to actually try and contest not only the Velious content but also the Kunark content. Let's assume a server dropped fresh in Velious era - people would still need to do the Kunark content to get Epics and other various items. Not to mention that Venril Sathir does become a 3-day respawn in Velious anyway. Having it like this in Kunark era would just give more incentive to have more guilds and more PvP, since there would be more to contest and it would all constantly be getting staggered to different days of the week.

Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
Take out melee ability to use levi cloak so they can't hit casters
Of course they can hit casters. They get a Lev from a friendly caster. Teamwork. It would make Mages more desirable in fact because of Lev rings (I would be fine with those having more charges on them). Lev doesn't take you out of melee range to begin with in many areas. You need to be somewhere that gives you height and usually a specific area that allows you to maintain height and still be in casting range, otherwise you just soon drop down into melee range. How do you think PvP works before people get the Lev cloaks to begin with?

Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
Make manastone only usable by most OP PvP class
Wizard is hardly the most OP PvP class. Priest classes can simply outheal their damage (even in an area where Epic+Manastone can be used continuously, certainly Clerics and Shaman) and any geared melee class beats them 1v1. They get better in numbers because of spike damage, assuming people actually coordinate, and they can be good at ganking. In prolonged fights, they are shit. Since manastone would be restricted in many areas (most of the top competitive areas), it would functionally not be much better than the current Manna Robe anyway, in terms of mana regen over time. This change would mainly make Wizards more powerful in old-World areas (assuming they have an epic) and cut down on the amount of tedium that it takes to click Manna Robe in between every single med tick, as they currently need to do.

Also, in the current game, Clerics are the only other class that benefits a lot from Manastone anyway? Shaman and Necros already get more efficient HP-to-Mana conversions. Enchanters and Mages don't have a way of healing/preventing the damage to make the Manastone especially powerful. Druids can benefit some, but only in terms of what their regen lines provide. Their direct heals aren't more efficient than the amount of health lost from the manastone gain, so a Druid can't just sit there and Manastone continuously and then self-heal, because they just blow more mana than what they gained in the first place.
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