#721
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I've gone back and read some posts from 2012, and the server was dead back then, before it had global ooc. Most people were asking for it to be implemented and from all accounts it improved the server. This should be obvious too. Unless there's a high population and you can actually interact with a good amount of people in most zones you go to, then there needs to be a way to connect the players better, or else it feels too empty. Again, what killed the server was imbalance and Velious itself. There needs to be anti-zerg measures so we can have constant relatively fair competition, there needs to be some better PvP mechanics to make the actual combat more interesting, and we need to stay in Kunark so the playerbase isn't too split up and forced to spend time grinding awful PvE. Quote:
One of the biggest flaws in your logic about yellow text being bad is you said it alerted more griefers to go attack the person being griefed. That's inaccurate, because if some twinked griefer killed an easy target, then the griefer who's there is already able to corpse camp the person, if they don't want to call LnS. Additional people going over there doesn't make it worse for that person who got killed, it makes it better, because the twinked alts can start fighting each other instead.
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#722
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I know a lot of vztz people remember the Rile event in everfrost. That was very well done and in corner of the map that is not in use anyways. Rewards were strong but not terribly OP for the era.
I just don't see as programmer willing to spend the hours to make such an event Definitely going to need to wait out New World launch anyways. Everyone and their mammies gonna be playing.
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#723
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#724
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Id add that any new server going with the rallos ruleset needs to add another important tweak or it will fail: Theres no illusion here, item loot is harsh. On rallos i almost quit (not as fast as i left sullon for Rallos though) till the 2001 halloween event happened where i picked up 5-6 pieces of no-drop loot. After that pvp was just a bundle of fun. I didnt care about dying, i wasnt so squishy and i could put some sort of fight up against twinks, especially cocky ones who engaged multiple players.
You need to add these custom pieces to a working item loot server. Either adding them to the loot tables of regular mobs (probably the easiest, less work intensive way to do it) or adding event mobs. This needs to be a permanent thing (unlike rallos, where it was a one weekend thing) to give people starting out on the server some hope of overcoming twinks or most people wont have the fortitude to do it. Something like worse versions of existing magical items, so wearing the drop shit happens mainly when you roll with a crew. | ||
#725
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Removing the xp loss from pvp is not an "anti-zerg" measure, lol. It definitely shouldn't have been on the server from the start though. Quote:
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#726
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#727
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If i gotta explain it to you more than this.... i dont know what to say to you that will make you understand why xp loss was a mechanic that helped strenghten zergs. | ||||||
Last edited by Tradesonred; 08-30-2021 at 03:37 PM..
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#728
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Xp bonus implemented on red99 a 3rd raid guild with heartbrand as the leader started to emerge and actually win some targets .. shortly after they took the xp bonus away and slowed down the influx of new players from blue that were 70% all being funneled into the 3rd guild killing heartbrands guild and killing the server . I think this had a lot to do with certain guides being in nihilum. Pushing rules and changes in their favor to stop the competition
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#729
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I miss the empire/ragnarok days
eq pvp was always cringe tho | ||
#730
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XP loss is definitely an issue, but the server was never going to be the same size as Blue (unless it offered custom content that people loved). The population size was always going to be such that global occ and yellow text were going to be beneficial. Those things helped the server to maintain a healthy population during its actual peak of 2014-2015. Quote:
Actually, even in 2011 on Blue there were times it was too empty feeling when leveling up (and I'm sure for many other years too, especially in Velious era). I'd be highly in favor of ooc on Blue server working in such a way that zones are grouped into regions, so people across several zones can communicate, allowing empty or near-empty zones to not feel so completely desolate. Quote:
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Not having XP loss on the server helped the population to rebuild, but it didn't create any kind of level playing field. In fact, because of the growing population of the server, that FED the zerg guild and allowed them to have insurmountable numbers to go smash through PvE content and generally not get challenged in any real way. The server had no xp loss and a healthy population of players, the former zerg guild had been disbanded and quite a few people from it banned (including the leader), there was an opposing guild with enough geared/experienced players to challenge a new one, and yet? The same end result of a zerg forming. XP loss at the start of Red server in 2012 is not the main reason for its eventual downfall, and global ooc + yellowtext especially aren't the reasons. You keep talking about servers from 20+ years ago as if they are the holy grail and some perfect blueprint for how a server will be magical if P99 just coped it. That is not the case. The game is played SO much differently than it was back then. Red needs a big shakeup, it needs to have the most "un-classic" coding of all the P99 servers if it's going to be successful.
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Last edited by Zuranthium; 08-31-2021 at 01:59 AM..
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