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  #41  
Old 01-04-2017, 11:11 AM
nectarprime nectarprime is offline
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I remember forever ago on the test server there was an option to spawn as a low level mob, and you could run around and attack players - and also gain levels. People would shit their pants when a desert madman was level 15 running around Sro (i think it was) destroying everyone. Do something like that pls
  #42  
Old 01-04-2017, 11:15 AM
Jimjam Jimjam is offline
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Project M that was!
  #43  
Old 01-04-2017, 04:05 PM
Maciver Maciver is offline
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Quote:
Originally Posted by Ikon [You must be logged in to view images. Log in or Register.]
AA's gave people something to do, moreso than the content which is quickly completed, which is why within 3 months or less of an expansion new content was done and a new expansion was in the works.

I don't think you can accurately say AA's "wont happen" here. Maybe / maybe not.

Perhaps it was done, but you were not done gearing all your players in that amount of time. People were still needing stuff from aow, tunare, ntov, and other places when luclin released. Same with luclin and pop.

If they did release AA, at least you would have time to complete it. I couldn't ever keep up on live, they were pumping shit down our throats so fast. I gave up after pop. lol

We can agree to disagree ya?? I thought AA's were a shit addition. I was 60 damn it! i was done fucking grinding, I could just hang out and raid and help who needed it. Whats this? AA? Noooooooo! They changed my beloved models and gave me more xp to grind I was so angry! Aside from that i really enjoyed the content.

Edit: I would be fine even today with EQ if they stopped using levels as a carrot to chase. Just leave it alone and release new xpacs. The benefit of being max level is, you can just enjoy the content and dont have enourmos amounts of xp grinding facing you down. I was a working adult then and I am still a working adult today. I cursed EQ for a lot of years cause of the xp carrot and the try hard graphical up dates.
Last edited by Maciver; 01-04-2017 at 04:11 PM..
  #44  
Old 01-04-2017, 05:11 PM
StealthAF StealthAF is offline
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Quote:
Originally Posted by Maciver [You must be logged in to view images. Log in or Register.]
Perhaps it was done, but you were not done gearing all your players in that amount of time. People were still needing stuff from aow, tunare, ntov, and other places when luclin released. Same with luclin and pop.

If they did release AA, at least you would have time to complete it. I couldn't ever keep up on live, they were pumping shit down our throats so fast. I gave up after pop. lol

We can agree to disagree ya?? I thought AA's were a shit addition. I was 60 damn it! i was done fucking grinding, I could just hang out and raid and help who needed it. Whats this? AA? Noooooooo! They changed my beloved models and gave me more xp to grind I was so angry! Aside from that i really enjoyed the content.

Edit: I would be fine even today with EQ if they stopped using levels as a carrot to chase. Just leave it alone and release new xpacs. The benefit of being max level is, you can just enjoy the content and dont have enourmos amounts of xp grinding facing you down. I was a working adult then and I am still a working adult today. I cursed EQ for a lot of years cause of the xp carrot and the try hard graphical up dates.
Agreed. While a small part of the population were excited about the new expansions, many such as I seemed to dread it. For anyone other than straight-up basement dwellers (hell, even I was too in my youth), it was nearly impossible to keep up with the content. And just when you started to catch up a little, another expansion, and another, and another. More Levels, more AA's, more constant grinding.

While I would not oppose custom content in the future, it needs to be kept at the same levels. No higher level caps, and no AA's. I do like the idea of other added things too such as raidchat, a working LFG engine, and hell, throw in the soulbinders! Is it Classic? No...but are definitely useful little tools that weren't game-breaking by any means.
  #45  
Old 01-04-2017, 05:33 PM
Maciver Maciver is offline
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Yep. They added a lot of interesting content. It was always enjoyable. Too bad it was always saddled with some lame xp grind. You got to the end of the content, good for you! Wait and relax. Help others. Enjoy your time at the top.
Last edited by Maciver; 01-04-2017 at 05:36 PM..
  #46  
Old 01-04-2017, 05:57 PM
zati zati is offline
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How about if they revisit the design on food/water mechanics in this game?

What if having no food on your character didn't just prevent u from jumping - but also lose hp, and eventually character death* OR capped @25%hp /cannot be healed? You could make food so scarce in Raid areas /Dungeons (making mages more useful..indirectly) You eventually HAVE to leave (forfeit camp) to restock.

One of the biggest flaws in game in a classic game like this is groups over taking an area for an extended period of time. Why ? Not because there's no way to stop them it's cause the game Allows it. Instead of coming up wit instances and splitting servers etc. why not implement something that requires strategy and planning aka more variables?

For example:
Conditions :
You aren't allowed to summon food in raid zones *except mages/clerics* *foraging becomes more useful*
No food/drink vendors within atleast 25-30 minutes of Sow speed travel distance around common raid zones/
Every "You are hungry" causes -dmg scaled according to level maybe -350 at lvl 60?
Food and water "Spoil" after dying (Can't corpse food/water)

With those few conditions in place id imagine ALOT would change and effect players from all levels... biggest thing id see is

1. Camps will be forfeited after death
-Cleric summon food/water becomes viable(because after death Food/water is Deleted)

2. Poop socking a spawn/camp
- Players have a limited time because of in-game time constraints
ex: Lv 60 farming Ancient Cyclops(lol) etc. Brings only 2 stacks of food/water. He'll eventually need to go back to town and restock or pay someone to deliver him/her food. Inadvertently opens camp to next person in line- or can be given the farmer his share of food/split loots etc.
-Corpsing excess loot will be tedious

3. Dial-a-food / Stable economy
-A market would open up for players that would require food delivery to higher lvl toons
- Better economic opportunity for low level players
- Plats get deleted from buying food/water

IDK guys there's a ton of things that could be changed but instances/more servers cannot be the solution to every problem when it comes to overpopulation. I came back to play EQ because it was hard unlike other mmos that are out now.. so why not make it.. HARDER? haha
Last edited by zati; 01-04-2017 at 06:17 PM..
  #47  
Old 01-04-2017, 06:03 PM
Maciver Maciver is offline
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Quote:
Originally Posted by zati [You must be logged in to view images. Log in or Register.]
How about if they revisit the design on food/water mechanics in this game?

What if having no food on your character didn't just prevent u from jumping - but also lose hp, and eventually character death* OR capped @25%hp /cannot be healed? You could make food so scarce in Raid areas /Dungeons (making mages more useful..indirectly) You eventually HAVE to leave (forfeit camp) to restock.

One of the biggest flaws in game in a classic game like this is groups over taking an area for an extended period of time. Why ? Not because there's no way to stop them it's cause the game Allows it. Instead of coming up wit instances and splitting servers etc. why not implement something that requires strategy and planning aka more variables?

For example:
Conditions :
You aren't allowed to summon food in raid zones *except mages/clerics*
No food/drink vendors within atleast 25-30 minutes of Sow speed travel distance around common raid zones/
Every "You are hungry" causes -dmg scaled according to level maybe -350 at lvl 60?
Food and water "Spoil" after dying (Can't corpse food/water)

With those few conditions in place id imagine ALOT would change and effect players from all levels... biggest thing id see is

1. Camps will be forfeited after death
-Cleric summon food/water becomes viable(because after death Food/water is Deleted)

2. Poop socking a spawn/camp
- Players have a limited time because of in-game time constraints

3. Dial-a-food / Stable economy
-A market would open up for players that would require food delivery to higher lvl toons
- Better economic opportunity for low level players
- Plats get deleted from buying food/water

IDK guys there's a ton of things that could be changed but instances/more servers cannot be the solution to every problem when it comes to overpopulation. I came back to play EQ because it was hard unlike other mmos that are out now.. so why not make it.. HARDER? haha
<Dominos> is now recruiting PST
  #48  
Old 01-04-2017, 06:10 PM
zati zati is offline
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Quote:
Originally Posted by Maciver [You must be logged in to view images. Log in or Register.]
<Dominos> is now recruiting PST
lmfao, that'd be so great. 10% tip for every stack of breadloaf ^^. rags to riches!
  #49  
Old 01-04-2017, 06:30 PM
maskedmelon maskedmelon is offline
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Quote:
Originally Posted by zati [You must be logged in to view images. Log in or Register.]
How about if they revisit the design on food/water mechanics in this game?

What if having no food on your character didn't just prevent u from jumping - but also lose hp, and eventually character death* OR capped @25%hp /cannot be healed? You could make food so scarce in Raid areas /Dungeons (making mages more useful..indirectly) You eventually HAVE to leave (forfeit camp) to restock.

One of the biggest flaws in game in a classic game like this is groups over taking an area for an extended period of time. Why ? Not because there's no way to stop them it's cause the game Allows it. Instead of coming up wit instances and splitting servers etc. why not implement something that requires strategy and planning aka more variables?

For example:
Conditions :
You aren't allowed to summon food in raid zones *except mages/clerics* *foraging becomes more useful*
No food/drink vendors within atleast 25-30 minutes of Sow speed travel distance around common raid zones/
Every "You are hungry" causes -dmg scaled according to level maybe -350 at lvl 60?
Food and water "Spoil" after dying (Can't corpse food/water)

With those few conditions in place id imagine ALOT would change and effect players from all levels... biggest thing id see is

1. Camps will be forfeited after death
-Cleric summon food/water becomes viable(because after death Food/water is Deleted)

2. Poop socking a spawn/camp
- Players have a limited time because of in-game time constraints
ex: Lv 60 farming Ancient Cyclops(lol) etc. Brings only 2 stacks of food/water. He'll eventually need to go back to town and restock or pay someone to deliver him/her food. Inadvertently opens camp to next person in line- or can be given the farmer his share of food/split loots etc.
-Corpsing excess loot will be tedious

3. Dial-a-food / Stable economy
-A market would open up for players that would require food delivery to higher lvl toons
- Better economic opportunity for low level players
- Plats get deleted from buying food/water

IDK guys there's a ton of things that could be changed but instances/more servers cannot be the solution to every problem when it comes to overpopulation. I came back to play EQ because it was hard unlike other mmos that are out now.. so why not make it.. HARDER? haha
This is a very good post. I'd like to see the 8 fucking backpacks mechanic go away alongside this. How do characters carry 8 backpacks around? Honestly?
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  #50  
Old 01-04-2017, 06:37 PM
Maciver Maciver is offline
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Quote:
Originally Posted by maskedmelon [You must be logged in to view images. Log in or Register.]
This is a very good post. I'd like to see the 8 fucking backpacks mechanic go away alongside this. How do characters carry 8 backpacks around? Honestly?
Play a monk, you get one until much later in game. Untwinked ofc.
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