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Toomuch 10-28-2011 02:37 AM

In Game: Shiftymcgee - Druid, and Expendible - Warrior

Quote:

Originally Posted by Rogean (Post 447400)
Spell System - Generally Good / Bad? Any tweaks needed?

Certain people are complaining about not being able to singlehandedly cast their least efficient nukes and kill a HP buffed ogre tank class from full life to dead in less than 10 seconds. I am of the opinion that if certain classes are made powerful enough to do that, THEN you've got a spell system to fix. In short, I think it's good for now. CC does have utility, but isn't the 100% game breaker that it could be. It might need some *slight* tweaking as we go and certain situations are encountered and deemed imbalanced, but I say lets give it a try on live with more numbers, and adjust as necessary. Thanks for your hard work on this Null and friends, seriously.

Quote:

Originally Posted by Rogean (Post 447400)
Dynamic PVP System - Since it's been working now.. Good / Bad?

It's much better than it was before, but I still can't say I fully understand the most current system. It was one way, with A B and C exceptions to the rules, then it was updated and X Y and Z were the new tricks to get around it, etc. I do believe it has gotten better though. I do like a system that lets lower level people get into the fight if they were previously unflagged, it's kinda like a bunch of peasant scrubs banding together and sticking it to the man, with the consequence of becoming flagged (until when, death? zone? set time period? not sure on this) for pvp with higher levels. The things I didn't like about this system was how it seemed to often favor the higher level player, and how easy it was that they could find ways to grief greeny.

Quote:

Originally Posted by Rogean (Post 447400)
PvP Range - This is changing soon.. either to a straight 5 or 6 level difference or a dynamic difference based on levels, with lower levels having a smaller pvp range and scaling all the way to the current 8 level difference at around level 40.

I like this idea a lot. 8 levels at the beginning of the game, especially with normal experience rates in classic, would be devastating. I think 4 levels MAX range at low level is better, building up to an 8 range is good. People didn't seem to notice the range so much on beta, because you could just grind real hard for a few hours and all the sudden be higher level than the person that was just 4 levels higher than you. On live, this will be a different story entirely, and it would be VERY apparent at lower levels that the people 8 levels above you could keep you from doing anything if they were able to make you lose exp and take your lunch money at level 4 when they are level 12. Just think of a couple level 12 mage and necro pals running around a newbie zone griefing people off the server that are grinding skeletons for rusties and cloth. Yeah, pass on that. On Sullon Zek there was a fair bit of greeny griefing, but you couldn't LOOT greeny, and greeny could run to his guards or guildmaster for protection, because if you CONTINUED to kill him in his city, you lost faction there. Summary - +-4 at the start should be the MAX, maybe even +-3 at the very very start, but scale it up to +-8 at the high end to encourage the pee vee pee.

QUESTION: Is the PVP Death buff coming back? It seemed odd to me, and I was never quite sure what to think about this idea, but if the coding for it could all be ironed out 100%, it would help resolve a lot of the griefing greeny issues that could arise. (sorry if this question has been answered elsewhere. I don't have all the time in the world to troll the forums either)

All in all, thanks to the devs for all your work. Sorry for all the asshats giving you shit, don't mind them. There are plenty of us that <3 u for this!

Darwoth 10-28-2011 02:39 AM

yeah i realize it, and like i said if you have any kind of FR at all you wont be taking more than 100 damage unless your unlucky, especially with the current resistance system.

everything else costs a shitload of money to recharge and all of the other damage clickers i know of are class specific (including from inventory) and lore with the easier to get ones (kedge) being no drop as well so already unchargeable. this mostly leaves golem wands and if someone wants to blow 600 platinum to strip my buffs ill laugh, gate, rebuff and come back in 5 minutes.

the only other commonly available damage clicker is ivandyrs hoop, which has been nerfed to be unchargeable and reward rate is so low i spent 5k in rubies before giving up on getting one.

really isnt an issue, if anything adjust the charge price of redwoods. dont go shitting up an entire classic mechanic on account of the newbwand.

Cwall 10-28-2011 03:11 AM

the problem with red wood wand is that it's so easily obtainable at a low level and the server will have a lot of pvp happening pre-50 since the exp rate is so low. there's a huge level gap where people won't have enough FR to prevent 1-2 wands from instakilling them.

at 50, it will be pretty much irrelevant, i agree

i also don't think you should eliminate recharging of items entirely, but the cost of recharging some things really needs to be changed.

Darwoth 10-28-2011 03:22 AM

dunno, i got a few of them for testing early on in the beta and it took quite a while to get a pair and the location is not one commonly used for experience, on launch the time would be much better spent getting 2 or 3 levels imo.

most people aren't even aware of them and those that are are made so by threads like this =P

im sure there will be a person or two running around at level 20 with a few of them being a pain in the ass, however that person is dropping 50 plat each time they kill some level 20 newbie with 7 gold while the rest of the server is 20 levels higher and unaffected.

doesnt warrant a change imo since a blanket nerf will affect level 50 pvp/pve/convienance and the wands wont be much of an issue in their target level range and any issue at all at higher levels where everyone will end up.

rivalxl 10-28-2011 03:28 AM

Kiarie 39 Druid

Spell System - Generally Good / Bad? Any tweaks needed?

I feel the resist rates are good at the moment but not many of my opponents have higher resists.

I do feel that you should either increase the duration on higher level snares and roots or maybe give them a -10 to their respective resist. There is no reason for a druid to cast anything higher then their level 1 snare in pvp because both the level 1 snare and level 29 ensnare both only last 30 seconds. I was beyond disappointed when i got to level 29 and found this out.

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

I was with Vaneyck when we were trying to take the guys in MM. I feel the dynamic system is kinda un needed. If someone has an oor healer then leave.

PvP Range

I think with beta it works because of the lack of people, if everyone who talks about playing actually plays then we shouldn't have to worry about this.

Any other general mechanic issues that need to be addressed.

It might be nice to add soul binders to the game to allow melee's more freedom and less of a run on death other then that nothing that i can think of. There are a few small nit picks but nothing game changing.

Cwall 10-28-2011 03:30 AM

well as it stands around level 20-30 you can pretty much instagib somebody with 2-3 wands and only spend like 20pp, which is pretty discouraging and broken.

i mean like i said i think they should only change the cost of this particular item. a lot of newcomers to a red server aren't going to want to play very much with some jackass who can wipe their entire group without risk and probably recharge it with the amount of money they drop.

it does take a while to get them, but they're such a strong tool to have at that range that it would be worth it.

Darwoth 10-28-2011 03:31 AM

the higher level snare is .2 seconds faster casting, dont think they can do anything about the 30 seconds issue without a client modification =/

rivalxl 10-28-2011 03:36 AM

Quote:

Originally Posted by Darwoth (Post 447511)
the higher level snare is .2 seconds faster casting, dont think they can do anything about the 30 seconds issue without a client modification =/

Sadly that .2 seconds is not worth 20 mana till you are much higher level then when you get it, and even then its kind of a toss up.

Macken 10-28-2011 04:19 AM

Can't remember beta name.

I now understand why a minority of people can't understand why free trade pvp is the only way.

They are still stuck on trying to figure out if re-charging is a good idea or not.

I cannot expect a community who doesn't even understand the consequences of re-charging to understand such advanced concepts as the consequences of +/- 4 level range pvp.

Those of you who are still confused and who are not ready for pvp 102, can send me a tell in the months and years coming up when you feel you have advanced far enough in pvp intelligence to try the advanced courses.

Cwall 10-28-2011 05:18 AM

Quote:

Originally Posted by Macken (Post 447525)
Can't remember beta name.

I now understand why a minority of people can't understand why free trade pvp is the only way.

They are still stuck on trying to figure out if re-charging is a good idea or not.

I cannot expect a community who doesn't even understand the consequences of re-charging to understand such advanced concepts as the consequences of +/- 4 level range pvp.

Those of you who are still confused and who are not ready for pvp 102, can send me a tell in the months and years coming up when you feel you have advanced far enough in pvp intelligence to try the advanced courses.

lol i can't believe you still think anybody gives a shit about what you say


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