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  #1  
Old 01-04-2017, 07:32 AM
Baler Baler is offline
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I played on shards years ago
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Last edited by Baler; 01-04-2017 at 07:37 AM..
  #2  
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
  #3  
Old 01-04-2017, 11:15 AM
Jimjam Jimjam is offline
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Project M that was!
  #4  
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..
  #5  
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..
  #6  
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
  #7  
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!
  #8  
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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  #9  
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.
  #10  
Old 01-04-2017, 07:05 PM
maskedmelon maskedmelon is offline
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Quote:
Originally Posted by Maciver [You must be logged in to view images. Log in or Register.]
Play a monk, you get one until much later in game. Untwinked ofc.
I've done this ^^ THRICE! (^∇^)

Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
cut down bag slots in inventory. Instead make wrist pouches, belt pouches, backpacks, etc equipable to wrist, waist, back, etc slots.


Create a real decision of whether to put armour in a slot or a bag to carry things!
I LIKE TIHS VERY MACHO! :3 Add penalties to oversized bags too! Makes pants and shirts and cloaks and things all with pockets! Make them magical too, so you can stuff all sorts of oversized things in there. Magic is believable, 8 backpacks is not.
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