Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 09-30-2014, 01:14 PM
stifling stifling is offline
Aviak

stifling's Avatar

Join Date: Sep 2014
Posts: 59
Default What Classic EQ should be (game mechanics discussion)

Just thought that a discussion of what core game mechanics alterations could be made to make the game more fun / compelling / more role-play friendly...

Ill start with:

Why doesn't agility directly affect run-speed more than it does?
  #2  
Old 09-30-2014, 01:46 PM
nyclin nyclin is offline
Fire Giant

nyclin's Avatar

Join Date: Jul 2014
Posts: 607
Default

Agility never affected runspeed on live as far as I'm aware. I quit when PoP came out, so I'm not sure what happened after that.
  #3  
Old 09-30-2014, 01:52 PM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

Why can I see for miles at night as a human is a better question!

JK, that's prob the hardest thing to get fixing here.

Not to mention... fear of back lash if it went in (why?).
  #4  
Old 09-30-2014, 02:01 PM
Wrench Wrench is offline
Fire Giant

Wrench's Avatar

Join Date: Jul 2013
Posts: 577
Default

human night vision is actually pretty poor here, in spurts

then the moon comes out (or something?) and it will get dramatically better

might just be something on my system though *shrug*
  #5  
Old 09-30-2014, 02:28 PM
evilkorn evilkorn is offline
Fire Giant

evilkorn's Avatar

Join Date: Dec 2012
Posts: 604
Default

Barb Shaman here, some zones are pretty worthless at night and I find myself recasting Acumen all the time, and not only for see invis.
  #6  
Old 09-30-2014, 02:30 PM
iruinedyourday iruinedyourday is offline
Banned


Join Date: Apr 2014
Posts: 7,351
Default

Permadeath
  #7  
Old 09-30-2014, 04:14 PM
myriverse myriverse is offline
Planar Protector

myriverse's Avatar

Join Date: Jan 2013
Location: Swamp of N.O. Hope
Posts: 2,470
Default

Yeah, AGI has zero affect on run speed.
__________________
Gnawlunzs Phrogphry
Master Angler, Baker, Cadger, Drunk
"If you can't eat a frog, then eat two."
  #8  
Old 09-30-2014, 04:19 PM
Haynar Haynar is offline
Developer

Haynar's Avatar

Join Date: Oct 2009
Location: West of the Mississippi
Posts: 2,955
Default

Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Why can I see for miles at night as a human is a better question!

JK, that's prob the hardest thing to get fixing here.

Not to mention... fear of back lash if it went in (why?).
I have something coded to make night darker. Whether it makes the cut to get put in, that remains to be seen.

H
__________________
Haynar <Millennial Snowflake Utopia>
  #9  
Old 09-30-2014, 04:23 PM
Skydash Skydash is offline
Kobold

Skydash's Avatar

Join Date: Jan 2014
Location: Northern CA
Posts: 162
Default

AGI and run speed is a good one.

I always thought INT being used to determine Skill Cap would be interesting.

But then I would make an EXP system that allowed you to actually buy Skill Trains, and do away with auto skill up. It seems like a real skill system was almost put into this game, and then for convenience sake and simplicity they just did away with it all and left us with no choices.
  #10  
Old 09-30-2014, 04:35 PM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
Default

What the OP meant was what were things that should've been done during Classic to make it better.

I think he knows AGI didn't influence Runspeed.

For me, a lot of it would have been balance.

Complete heal should've been removed entirely and the priests rebalanced from that point.
Slows should have been capped at a much lower percentage like 25-30%, 65-70% slow was a stupid idea later fixed by mitigation.
Warriors should've had some form of snap aggro.
Hybrids shouldve had discs - Knights specifically should've gotten deflection disc... That was one of the greatest additions to the class.
All types of CC (root, mez, slow, snare, stun) immunity should've been in from the get go.
Tradeskills should've been useful
There should've been WAY less magic immune mobs. (All of the mobs in monk epic chain are magic immune... Now how many mobs can you count that melee can't attack? Hosh and Gore cause slows and maybe Rak and Queen Chardok cause huge DoT -- all manageable with dispelling/curing. No amount of debuffing allows me to stick magic dots on MR immune mobs)... Or at the very least, make more mobs immune to Melee to balance that out.

Oh and Anon/role should've been removed entirely. Dumb additions to game, it's a social game learn to get asked for buffs, rezzes, ports and assistance. Stop hiding.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:22 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.