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  #1  
Old 06-24-2025, 02:50 AM
Ennewi Ennewi is offline
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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
Then you should push the CSR to make the server rules bring players back.
Rule changes would help to some extent, for a while, but ideally more substantial facelifts that revitalize the game would improve the top end on blue and still maintain the spirit of classic. Outdoor raid targets spawning at random locs. Indoor dragons having a chance to spawn rooted or unrooted, until a better solution is able to be implemented. The list goes on, but requires work that no one proposing solutions actually does TMK.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
The playing environment is what brings players and keeps them.
Easy to assume, hard to prove. Each player derives their own enjoyment out of the game, from EC tunnel auctions of old to solo artist challengers and so on. If it was just the playing environment that was the answer, very few players would touch raiding on p99; bis isn't worth it for how much bs there's been to deal with.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
This whole 'draft' giveaway crap drives more and more people away....they only play during the drafts and otherwise it's a ghost town.
Cheating and lack of meaningful punishments drove numerous players away that I knew. They moved on to other games altogether and don't even show up for the draft.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
Giving people mobs doesnt make them want to play. Giving them the opportunity to win mobs fairly does.
Unfair advantages make people not want to play because they realize they have no opportunity to win, unless they also cheat.

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Most of Fuse is also MIA because it's so boring winning when there's no competition lol
Easy to assume, hard to prove given a number of factors, including fewer quakes.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
All thats left are the kittens coat tail riders who are still excited to win; but soon enough they'll also learn shallow uncompetitive EQ is boring as shit.
As an unabashed coat tail rider, I'm away due to RL aggro. That said, I don't care much about loot or winning, but actually miss the player characters, along with the world itself; it will outlast all of us. The one deterrent that exists with such a dominant force is merely the potential for lag/desyncing. I'll take that negative over the illusion of competing in a virtual museum that's slowly turned into a nerd retirement home.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
May as well play on a GM server and #summonitem your own BIS.
It's less hyperbolic to say, "If wanting competition, may as well play on red or in a game designed for PVP." But, again, cheating has been the easiest way to #summonitem your own BIS. You can't lament about them damn welfare pixels and not so much as even mention how cheating undermines immersion and the playing environment.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
currently it's one guild holding the entire server hostage; and it's their right and perogative to do so because the rules favor and force that guild to exist like that.
This was the case pre-Velious and pre-green server. It's just more in-your-face now because the server has been around longer, with more pixel glut and bot armies.
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  #2  
Old 06-24-2025, 10:14 AM
kjs86z2 kjs86z2 is offline
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Solist for CSR.

The dawn of a new Sirken...without the titties for timers.
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  #3  
Old 06-24-2025, 11:38 PM
Ekco Ekco is offline
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>nor what the designers ever wanted for the game
the designers didn't have a unified vision, and the one they had is nothing like the game we ended up with.

this is well fucking documented, their ideas basically got veto'd by the alpha/beta/early players, necessity, compromise and the game's success

EQ as we know it can literally be more attributed to the people in the guide to dev pipeline who were kids addicted to raiding at the time than the original design doc presented to smed

Brad wanted the epic quest to be a fucking scavenger hunt with riddles that would be easily spoiled via a web forum, and Clover or Trost i forget which couldn't even comprehend players pathetic enough to actually want to camp rare loot sitting at a spawn instead of playing the game for what it was with their background in dungeons and dragons.
Last edited by Ekco; 06-24-2025 at 11:40 PM..
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  #4  
Old 06-25-2025, 11:05 AM
zelld52 zelld52 is offline
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Originally Posted by Ekco [You must be logged in to view images. Log in or Register.]
>nor what the designers ever wanted for the game
the designers didn't have a unified vision, and the one they had is nothing like the game we ended up with.

this is well fucking documented, their ideas basically got veto'd by the alpha/beta/early players, necessity, compromise and the game's success

EQ as we know it can literally be more attributed to the people in the guide to dev pipeline who were kids addicted to raiding at the time than the original design doc presented to smed

Brad wanted the epic quest to be a fucking scavenger hunt with riddles that would be easily spoiled via a web forum, and Clover or Trost i forget which couldn't even comprehend players pathetic enough to actually want to camp rare loot sitting at a spawn instead of playing the game for what it was with their background in dungeons and dragons.
one of the original devs wanted the game to be PVP focused, as well. (cant remember their name) but theres an interview with aLovingRobot where he describes his vision of EQ PVP and classes having different benefits based on their specific abilities. he uses the example of an enchanter using minor illusion to turn into a wall-sconce to avoid PVP attackers
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  #5  
Old 06-25-2025, 08:54 PM
Zuranthium Zuranthium is offline
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Originally Posted by Ekco [You must be logged in to view images. Log in or Register.]
the designers didn't have a unified vision, and the one they had is nothing like the game we ended up with.

EQ as we know it can literally be more attributed to the people in the guide to dev pipeline who were kids addicted to raiding at the time than the original design doc presented to smed
Wrong. It wasn't until Luclin era that those people you talk about were handling the game. They, and raids, didn't even exist when the game was being released.

The original designers very much had a shared vision of creating an interactive fantasy novel come to life, a 3D dungeons and dragons game with thousands of players, a realistic MUD. And that is indeed how the game played in 1999.

There were of course some disagreements about specifics, but that doesn't change the overarching goal of what was trying to be created. And it's important to consider how the game should be shaped in order to keep that vision alive. There are tons of things the designers would have changed if they knew the ways the game would eventually devolve, and if they had the technical capability and creative solutions to fix those problems and allow EQ to be the living RPG experience it was meant to be.

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Originally Posted by WarpathEQ [You must be logged in to view images. Log in or Register.]
I never once encountered mob rotations during this era on live.
Then you never interacted with the Play Nice Policy. That was how everything in game was handled after they stopped allowing DPS to decide everything.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
We raced for mobs on live, albeit in luclin. But there was quite literal guild mobilisation races through Ssra come raid time. Faking out other rogues saying traps were down to get their members cursed. It was complete chaos.

Early morning the US guilds would be online trying to stop the korean guild from wiping everything out that spawned post patch.
That is not FTE racing, and not classic era either. That's trying to kill content before other guilds are there after repop.

Whenever two raid forces were at the same spawn at the same time, GM's made them start rotating, unless they wanted to agree to roll for it every time.

And US guilds didn't have the majority of their players online during a typical weekday morning. People were at work (and on weekends often had other commitments), this is well documented by Legacy of Steel.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
And everything that could reasonably be killed, like clockwork, was killed.
Nope. Raid targets were frequently up for many hours before being engaged, this is extensively documented. Not just the top end Velious targets either. Things like Vox were being left up for considerable amounts of time during that era.

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Originally Posted by Solist [You must be logged in to view images. Log in or Register.]
This is P99. It emulates (mostly) EQ. It isn't meant to emulate the terrible play that existed back in the day. It's such a dogshit argument to try and compare what we did/didn't do then to now.
Classic developer decisions were based on how people played at the time. You're clueless or in denial if you think those devs would look at the way people play now and say "yep, that's definitely what we want the game to be." They were suspending guilds in classic just for using wall tricks.
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Last edited by Zuranthium; 06-25-2025 at 08:56 PM..
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  #6  
Old 06-26-2025, 12:21 AM
Ekco Ekco is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Wrong.
no u? the devs literally talked about it in their Arobot w/e that dude from M&M name is interview series.

Thank you for your attention to this matter.
Last edited by Ekco; 06-26-2025 at 12:24 AM..
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  #7  
Old 06-26-2025, 03:24 PM
Zuranthium Zuranthium is offline
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Originally Posted by Ekco [You must be logged in to view images. Log in or Register.]
the devs literally talked about it in their Arobot w/e that dude from M&M name is interview series
Talked about what? Certainly not anything you're trying to say. Shawn didn't have any creative input on the game until Luclin, exactly as I said.
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  #8  
Old 06-26-2025, 04:00 PM
JayDee JayDee is offline
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I know there are some roadblocks to merging like character slots and duplicate names but we need a merge. Why fragment a small player base when theyre identical servers in terms of timeline?

And blue is completely dead. Don't even think you can call it an mmo
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  #9  
Old 06-26-2025, 04:06 PM
Ekco Ekco is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Talked about what? Certainly not anything you're trying to say. Shawn didn't have any creative input on the game until Luclin, exactly as I said.
i'm talking about Bill Fisher and the guides/players/raiders vs the original old heads creative direction

a argument that started prior/in beta and influenced kunark and velious, not cats on the moon that you guys keep bringing up for some reason lol

people were already leaving for Anarchy Online and other games before luclin, nobody gives a shit about luclin

hope this helps.
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  #10  
Old 06-25-2025, 04:28 AM
Viscere Viscere is offline
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just merge tbh
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