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  #1  
Old 10-16-2019, 10:35 AM
Deathrydar Deathrydar is offline
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Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
That is totally game breaking, classic isnt meant to provide you with wow level stuff at this level, you're supposed to be struggling! [You must be logged in to view images. Log in or Register.]
  #2  
Old 10-16-2019, 01:16 PM
cd288 cd288 is offline
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Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
That is totally game breaking, classic isnt meant to provide you with wow level stuff at this level, you're supposed to be struggling! [You must be logged in to view images. Log in or Register.]

You just described an incredibly broken scenario to me lol

At this rate you will be able to get to 20+ in qhills in like 1 days. Just sitting there milling through a spawn as a pet class. Idk this seems like its just not in the spirit of this game to me. Why should we rush through the greenest parts of green?

Edit: Just doesnt really click for me. I mean even with out help this server figured out how to get everyone in full sets of banded before it even launched and it worked. I dont think anyone here needs any help lol
People are freaking out about this for no reason. Rogean has already said that exploitable quest mobs will be handled differently (probably with a normal re-spawn time). For zones like Qeynos Hills which are technically one area's (Surefall Glad) newbie zone in certain parts, you can simply limit the increased re-spawn time to mobs of like level 1-5 (and, of course, make any quest mobs like the rabid wolf that are within that range have a normal re-spawn time as well). Then no one is able to hit level 20+ using a pet to grind instantly re-spawning level 15 mobs.

Relax guys.
  #3  
Old 10-18-2019, 05:27 AM
Tethler Tethler is offline
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Quote:
Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
That is totally game breaking, classic isnt meant to provide you with wow level stuff at this level, you're supposed to be struggling! [You must be logged in to view images. Log in or Register.]

You just described an incredibly broken scenario to me lol

At this rate you will be able to get to 20+ in qhills in like 1 days. Just sitting there milling through a spawn as a pet class. Idk this seems like its just not in the spirit of this game to me. Why should we rush through the greenest parts of green?

Edit: Just doesnt really click for me. I mean even with out help this server figured out how to get everyone in full sets of banded before it even launched and it worked. I dont think anyone here needs any help lol
Leather armor at level 12 is gamebreaking? I'm talking just the straight up vendor leather with a couple AC and no stats. And a 12plat vendor sword... not exactly great stuff.
  #4  
Old 10-16-2019, 09:33 AM
Barantor Barantor is offline
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The surefall glade 'newbie yard' inside Qeynos Hills is pretty small, so the increased respawn is definitely needed there and also for the area that is next to the Qeynos zone line that is sort of an extended Qeynos newbie yard.

The rabid animal quests will definitely be a concern, but it depends on how long they keep those respawn rates for. It could only be needed in the prime times and if they can turn them on and off at will without a restart then it'll be fine IMO.
  #5  
Old 10-16-2019, 09:49 AM
aaezil aaezil is offline
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Increased spawn rates will be fine at prime time for like 1 day but after that farming at 3 am is going to be economy breaking
  #6  
Old 10-16-2019, 10:01 AM
Sunderfury Sunderfury is offline
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I'm fairly convinced that on live, perhaps even currently, there are still 'insta spawn' mechanics in place in some noob areas.

The most evident was when paineel was added, there were 3 skeletons that spawn right next to each other. There was a script in place that if all 3 spawns were dead, they instantly respawned. So people would kill those mobs and constantly farm bone chips. It wasn't put in for a 'cash cow' feature (although that is what it became), but more to ensure there were always mobs up for their customers starting out in noob zones.

I've come across posted evidence of this in Everfrost Peaks, GFay, Qeynos newbie yard and a few other places.

It would make sense original EQ devs would have insta-spawn mechanics in place to ensure fresh starting people don't get bored without finding anything to kill and to handle a large infuse of population.

I wouldn't put it past other zones outside noob yards having some form of insta-respawn, there is evidence of it in Quillmane cycles and other places.

So my point, is the instant respawn knowledge / spawn points may not be known, but there is evidence that it is there. So temp increased spawn rate in noob zones to handle population surge isn't necessarily unclassic.

Would be great if someone could investigate live (if these zones still exist, no clue) and pinpoint the respawn mechanics. Then we can have a more classic Green 202X launch.
Last edited by Sunderfury; 10-16-2019 at 10:03 AM..
  #7  
Old 10-16-2019, 10:43 AM
akagami akagami is offline
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Quote:
Originally Posted by aaezil [You must be logged in to view images. Log in or Register.]
Increased spawn rates will be fine at prime time for like 1 day but after that farming at 3 am is going to be economy breaking
This.

Hopefully day 1 will have enough global players that it stays busy even off peak?
  #8  
Old 10-16-2019, 09:54 AM
Tecmos Deception Tecmos Deception is offline
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Eh. Staff have made some references to special rules on the spawns and respawns of some mobs that could be exploited for extra-nice early gainz. Even if a few things slip through the cracks, it won't be the end of the world when all early plat is needed for is spells and maybe a combine weapon or some tradeskilling.
  #9  
Old 10-16-2019, 10:07 AM
Izmael Izmael is offline
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IMO best would be to just disable the increased spawn rates on launch.

There are PLENTY of mobs around the old world, 99% of which are never used for exp. Even if we run out of mobs for a little, that's not a big deal, it's perfectly classic too. Besides, people should spread out relatively quickly as there will be casuals and the hardcore, and the in-betweens, who will level at different speeds starting at level 1.

This artificial "fix" may be a cure worse than the disease, because who knows what exploits it may create.
  #10  
Old 10-16-2019, 10:11 AM
Deathrydar Deathrydar is offline
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
IMO best would be to just disable the increased spawn rates on launch.

There are PLENTY of mobs around the old world, 99% of which are never used for exp. Even if we run out of mobs for a little, that's not a big deal, it's perfectly classic too. Besides, people should spread out relatively quickly as there will be casuals and the hardcore, and the in-betweens, who will level at different speeds starting at level 1.

This artificial "fix" may be a cure worse than the disease, because who knows what exploits it may create.
I get both sides, but i think you may be underestimating how bad it could be. It may only be bad for the first weekend, but during that first weekend, there will nothing to kill. This isn't WoW where their newbie zones can handle 10-15 players. This is EQ classic, where the newbie zones, and the ones after, can only handle 5 or 6 people.
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