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And it allowed rare items to stay rare instead of endlessly cloning them at the cost of some plat. Everyone wants a "fresh start" free from mudflation, then they fight to keep item duplication cheese in the game. /boggle |
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On blue Alligator skins were extremely common. I believe they classically fixed them to be a low drop rate here.
On blue Groi Guttblade was a static spawn that could be camped with no effort. I believe they classically fixed him to have a random spawn location and roam. These are two variants from Blue which had Leatherfoot Caps and Rings of Shadows as probably the two most recharged items, which should make them much more difficult to obtain. Recharging is a classic mechanic, knowledge of players is indeed making it far more prevalent however. Among this issues that “knowledge of players” causes for an unclassic experience, this isn’t in my top 3. |
How _do_ you turn in sarnak braids as a good race ? Asking for a friend.
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https://wiki.project1999.com/Faction_Tricks |
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Personally, I think recharging could go either way. It IS an exploit by some definition, and in some respect is no different from Whirl 'till You Hurl. But it's also an "exploit" that was never fixed on live, and that some players absolutely did know about back then. Really, what bugs me about recharging is just the inconsistency. Recharging items is FAR more game-breaking than the SG "glitch through" bug. Like recharging, that bug was never fixed on live, and at least on my server (Bristlebane) the SG glitch was FAR more well known. On live only rich players with expensive rechargeable items even had any reason to know about recharging (most didn't know about mallets and caps). But EVERYONE ON THE SERVER who wanted to go to WW, DN, or TOV had to get through SG, and EVERYONE knew that the way to do it was to glitch through (if you weren't in a guild and had guildmates to tell you, you'd inevitably see someone else doing it or read about it online). Ban recharging or don't, but at least be consistent and apply the same logic/rationale to other stuff, like the SG glitch. If P99 is truly going to get unclassic and "ban exploits", then define what an exploit is (however that makes sense to the devs) and stick to that definition. It's not my place to tell the devs that recharging or the SG glitch is/isn't an exploit: it's their server, their call. But without a clear exploit definition, it all just feels incredibly subjective, because those two things seem like they should be in the category (or if anything recharging should be nerfed and SG not). |
So why exactly did we keep item recharging in Green/Teal especially considering how we removed it from Red?
Why was it removed from Red anyway? PvP abuse? If so, why does PvE abuse get a pass especially considering its impact as outlined in this thread? There's a lot of stupid stuff you can do with clickies that would normally be balanced by the time it takes to acquire them, however item recharging removes that time and, in my opinion is against the spirit of the game and the spirit of classic in general. Yes, the cost of recharging can also be a limiting factor, but that can be offset by profits that can be generated through their usage. Is this really just an executive decision made by the developers or is it a community decision? I guess this really boils down to the question: Is the goal of this project to simply recreate the code of classic Everquest and let the game play itself out now that we have the foresight, or is the goal to recreate the experience of classic from many years ago? |
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I think it's time we had it removed from Green/Teal too. |
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