Project 1999

Project 1999 (/forums/index.php)
-   Blue Server Chat (/forums/forumdisplay.php?f=17)
-   -   Green mechanics questions (/forums/showthread.php?t=336491)

Endorra 10-15-2019 07:55 PM

Green mechanics questions
 
I've looked around a bit for an answer to these, but I haven't found a clear/reliable one.

If green is following the classic-> velious timeline, are spell mechanics meant to do the same?

Will pets not eat xp at launch?

Will Whirl Til You Hurl be useful again?

Shaman/necro charm?

etc.

Tecmos Deception 10-15-2019 08:32 PM

Good questions.

I noticed on green that ducking doesn't immediately interrupt spellcasts, which is going to be a big enough shock for a lot of folks already. I can only imagine if we DON'T end up with the overpowered classic features but do end up with the extra-challenging parts that there will be tears over it.


I suppose leaving the "this is silly and was broken and that's why verant fixed it, so we should leave it fixed too" stuff OUT of green while reintroducing the timeline-accurate difficulties like no ducks to interrupt and removing our favorite low-level exp quests and whatever else would be a decent compromise between classic mechanics and classic experience though. And I'm usually the guy who errs on the side of classic mechanics.

Kavious 10-15-2019 08:35 PM

None of the above

loramin 10-15-2019 08:41 PM

Quote:

Originally Posted by Endorra (Post 2986300)
I've looked around a bit for an answer to these, but I haven't found a clear/reliable one.

If green is following the classic-> velious timeline, are spell mechanics meant to do the same?

Will pets not eat xp at launch?

Will Whirl Til You Hurl be useful again?

Shaman/necro charm?

etc.

"Shaman/necro charm?" has been confirmed as "likely won't happen on Green" (there was an official staff response in a bug thread, but I'm too lazy to find and link it). Although they didn't explicitly say this, I suspect the decision was because they don't have time to check the player-charming abilities that NPC Shaman/Necromancers would get ... if it was just "flipping a switch" to give the spells to PCs I'd think they would have done it.

As for the rest, I don't think the staff has explicitly answered any of them, but generally it seems like they will make it classic when convenient ... and there's going to be a lot of stuff (eg. pets not eating XP is likely a perfect example) where they won't find it convenient to truly "do classic".

aaezil 10-15-2019 08:48 PM

Wont be that classic sadly :(

Danth 10-15-2019 09:09 PM

Quote:

Originally Posted by loramin (Post 2986365)
... and there's going to be a lot of stuff (eg. pets not eating XP is likely a perfect example) where they won't find it convenient to truly "do classic".

Call a duck a duck: Things that make the game harder are way more likely to be put in than things which make it easier. That's the price of admission on P99: Green.

Danth

Vidar 10-15-2019 09:23 PM

Can i ask some questions about green on this thread also, pls.

Can we change the farclip plane?

Is there any strafing on green?

can we change key bindings on green?

Polixa 10-15-2019 10:06 PM

Quote:

Originally Posted by Vidar (Post 2986404)

can we change key bindings on green?

I would assume yes since the first thing you would want to do on a new character is change the Classic attack key from A to something else, tilde being a popular choice.

Endorra 10-15-2019 10:59 PM

Quote:

Originally Posted by Tecmos Deception (Post 2986347)
Good questions.

I noticed on green that ducking doesn't immediately interrupt spellcasts, which is going to be a big enough shock for a lot of folks already. I can only imagine if we DON'T end up with the overpowered classic features but do end up with the extra-challenging parts that there will be tears over it.


I suppose leaving the "this is silly and was broken and that's why verant fixed it, so we should leave it fixed too" stuff OUT of green while reintroducing the timeline-accurate difficulties like no ducks to interrupt and removing our favorite low-level exp quests and whatever else would be a decent compromise between classic mechanics and classic experience though. And I'm usually the guy who errs on the side of classic mechanics.

I noticed the ducking thing, too. My personal opinion is that it's rather one-sided to say that we shouldn't have things that aren't classic, but then label other classic mechanics as "broken." All of the things that "aren't classic" like pet windows, ducking interrupts, multiple hotbars, etc. were "fixed" later in the EQ timeline. I don't mind playing a truly classic game... but it needs to be truly classic. The game was never balanced; the shifting dynamic, to me, is kind of the point.

Just my 2 cents.

Quote:

Originally Posted by loramin (Post 2986365)
As for the rest, I don't think the staff has explicitly answered any of them, but generally it seems like they will make it classic when convenient ... and there's going to be a lot of stuff (eg. pets not eating XP is likely a perfect example) where they won't find it convenient to truly "do classic".

After playing the green beta a bit, this is kind of what it feels like to me. I must say it's a little underwhelming. To me it feels like playing someone's idea of what classic "should" have been, instead of what classic WAS.

BlackBellamy 10-16-2019 12:46 AM

When you say “WAS” you mean your perception of something that happened 20 years ago in capital letters as opposed to someone else’s perception of those events in all lower case. To be classic it must exist. Like a 1973 Barracuda. That’s real, it’s classic. You can hear it and smell it and touch it. It even has classic plates on it that’s how classic it is.

P1999 can have a classic feel. It can give you a classic experience. And both of those are totally subjective. All these classic not classic discussions just smell like gate keeping to me.


All times are GMT -4. The time now is 06:19 PM.

Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.