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Old 10-28-2011, 07:38 PM
Rushmore Rushmore is offline
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Originally Posted by Smedy [You must be logged in to view images. Log in or Register.]

Dynamic PVP System - Since it's been working now.. Good / Bad?

Personally i was very excited by this system however playing around with it does seem it's to complex for simple gamers like us, and it feels like you need a manual to understand exactly how it works, i'm worried this system will discourage new players looking for the "classic experience" and don't wanna go deep to learn this custom system.

I think the angle VZTZ took vs young trainers/immortal healers/spies etc was a good one, simply have a -+8 level range and in the zones which are flagged as "raid zones" such as soldungb, permafrost, hate, fear etc are FFA without level range.

A more advance (maybe better) system would be if you somehow could code a invisible zone line type trigger that enabled ffa pvp when you're inside a specified "area" within a zone.



Zone Plugging
Zone-plugging often ruins a perfectly even and good pvp fight simply because some basement dwellers ego is in jeopardy and he chooses to run for a zone line instead of fighting it out. Everyone is guilty of doing this, but if it was taken out you'd find more people sticking around to fight and the game will be more fun for everyone.

The argument against this is "omg what if i crashed or my ISP wen't down while i was zoning" and to that i say, tough luck. It's safe to say that 97% of the clients not responding on zone is actual zone-plugging.

--------------------------------------------------
10-15min penalty for anyone that goes linkdead.

FFA raid zones and add in Lower guk for manastone geeks.
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  #2  
Old 10-29-2011, 03:21 AM
Lovely Lovely is offline
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Originally Posted by Rushmore [You must be logged in to view images. Log in or Register.]
10-15min penalty for anyone that goes linkdead.

FFA raid zones and add in Lower guk for manastone geeks.
Fuck that I crash like 20% of the times I zone. If they fix their client first then I won't mind.
  #3  
Old 10-29-2011, 10:32 AM
mimixownzall mimixownzall is offline
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Originally Posted by Smedy [You must be logged in to view images. Log in or Register.]

Sitting Damage
Sitting should always allow the attacker to land max melee damage hits, at the current moment this doesn't work, it lands all attacks, but they are at random damage, not max.
This is working for pets I know. I would attack my shaman and it would do full (which is really half) damage while he was sitting down every time.

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Hybrid Mana Pools
SK/PALADIN (and the other hybrids) should get a increase in mana consumption since their mana per wis/int point is equal to a pure caster (client side). This increase is not working, at least not from what i could see.
Yeah, this needs to be addressed. SK's and Paladins casting several times during the fight is not right. They are powerful enough as it is.

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Item Recharging
Recharging items might become an issue if items are to cheap to recharge. I'm supportive of a game mechanic that takes back the PP so the economics doesn't get fucked, but if recharging key items like golem wands, nuke wands etc is to cheap, it's going to mess up pvp.
This one is tricky. My experience is from SoV on to PoP. SoV had items with good resists and with everyone having at least one golem wand, you really didn't waste time buffing as they were going to be stripped anyways. I can see how this will be more of a problem in 1-50 due to a lack of really good resist gear.

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Originally Posted by Smedy [You must be logged in to view images. Log in or Register.]

Zone Plugging
Zone-plugging often ruins a perfectly even and good pvp fight simply because some basement dwellers ego is in jeopardy and he chooses to run for a zone line instead of fighting it out. Everyone is guilty of doing this, but if it was taken out you'd find more people sticking around to fight and the game will be more fun for everyone.

The argument against this is "omg what if i crashed or my ISP wen't down while i was zoning" and to that i say, tough luck. It's safe to say that 97% of the clients not responding on zone is actual zone-plugging.
Who says you have to get a killing blow to win? To me winning is both killing them and making them flee like cowards.

"More fun for everyone" rofl don't try to blow smoke up my ass.

Let's face it. I guarantee 95% of the time people zone plug is due to them being outnumbered. The current resist system already alleviates the possibility of escape for those who are outnumbered. I'm not saying that a person facing a 1 on 2 should have a chance to win, but they should have a chance to get the hell out of dodge. The way it is now, if you have 2 people jump you, you might as well just stop and /loc.

What's next? Disable gate when engaged in pvp combat? If casters have a gate, then melee should be able to plug. It is classic.
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  #4  
Old 10-29-2011, 11:46 AM
Rushmore Rushmore is offline
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Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
Who says you have to get a killing blow to win? To me winning is both killing them and making them flee like cowards.

"More fun for everyone" rofl don't try to blow smoke up my ass.

Let's face it. I guarantee 95% of the time people zone plug is due to them being outnumbered. The current resist system already alleviates the possibility of escape for those who are outnumbered. I'm not saying that a person facing a 1 on 2 should have a chance to win, but they should have a chance to get the hell out of dodge. The way it is now, if you have 2 people jump you, you might as well just stop and /loc.

What's next? Disable gate when engaged in pvp combat? If casters have a gate, then melee should be able to plug. It is classic.
This is a problem in a raid situation where the half the guild zone plugs and holds up your raid mob for 2 hours. You made them plug yes? You won. But there is nothing keeping them all coming back in at any moment after they plugged. I'm sorry something needs to be put in place to stop this.
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  #5  
Old 10-29-2011, 12:35 PM
Sprinkle Sprinkle is offline
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Quote:
Originally Posted by Rushmore [You must be logged in to view images. Log in or Register.]
This is a problem in a raid situation where the half the guild zone plugs and holds up your raid mob for 2 hours. You made them plug yes? You won. But there is nothing keeping them all coming back in at any moment after they plugged. I'm sorry something needs to be put in place to stop this.
if you want to stop this play on blue

in every pvp game something like that can happen , you now have to kill your mob with the imminent threat of pvp when you engage


you could either A Try him and fight mid boss ( Epic zek battles )
or B Run like a girl and do something else for an hour till they log on and leave

or C STFU And play on a pvp server and stop crying like a girlyman
  #6  
Old 10-28-2011, 07:45 PM
Vohl Vohl is offline
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A 10-15 minute LD penalty would likely make EQ unplayable on some nights for me. If the penalty only applied when a PC was actively under attack prior to zoning, it'd be workable. I've suggested on the discussion thread that programmers review the temporary IP ban and instead force an account to log directly into an active but LD character. LD characters can linger 30 seconds after PvP stops prior to poofing. Anyone who "legitimately" LDs during PvP might be able to relog in time to do something this way, and it wouldn't adversely affect people getting the occasional zone glitch.
  #7  
Old 10-28-2011, 07:45 PM
lethdar lethdar is offline
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In game name - Falciparum, 50 enchanter

Issues:

Still can't dispell pets, this terribly mauls some classes.

Can't dispell groupmates, this fucks pure melee as with well coordinated groups support classes can spend time keeping pure melee cc/dot free rather than relying on them to try and channel / stop staying on top of their targets.

Bond of death: Does not leave an icon on you when its casted in pvp. Need to guess where it should be to dispell it in your buff order. In addition, does the effect go away on the necromancer as well once you dispell any part of the spell?
  #8  
Old 10-28-2011, 08:07 PM
gloinz gloinz is offline
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another issue i haven't seen mentioned as a main topic is faction. guards should be helping out newbs from getting ganked and such (or keepin fat ogres out of the south side of town)
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  #9  
Old 10-28-2011, 08:15 PM
juicedsixfo juicedsixfo is offline
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Quote:
Originally Posted by gloinz [You must be logged in to view images. Log in or Register.]
another issue i haven't seen mentioned as a main topic is faction. guards should be helping out newbs from getting ganked and such (or keepin fat ogres out of the south side of town)
We're on the same page. I haven't seen it mentioned since the very beginning and it was "being worked on"

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Originally Posted by juicedsixfo [You must be logged in to view images. Log in or Register.]
Juice, Ogre Swamp Defender

What's the word/status/decision on city guard faction à la Rallos Zek/Sullon Zek: Home town guards assist in PvP if you have good faction, and you also lose faction for killing someone in their home area. It keeps being hinted at that it's in the works, just want to know if that's true or if it's been scrapped. Seems like it would be a big dynamic to change post launch.
  #10  
Old 10-29-2011, 10:47 AM
mimixownzall mimixownzall is offline
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Quote:
Originally Posted by lethdar [You must be logged in to view images. Log in or Register.]
In addition, does the effect go away on the necromancer as well once you dispell any part of the spell?
It shouldn't. BoD always stayed on the necro even when the mobs died or the effect was dispelled off the target. Also, I don't think the effect on the necro is dispellable. I'm pretty sure it wasn't in classic.
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Quote:
Originally Posted by Darwoth View Post
What is griefing to you anyway? Getting killed without a white glove to the left cheek and a formal declaration of imminent fisticuffs?
Quote:
Originally Posted by Ceros View Post
If you guys hadn't noticed, mimix ownz all, so just give in.
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