Quote:
Originally Posted by Axlrose
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To me, it seems Project 1999 is much more difficult to succeed than during the same expansion period during Live. Perhaps since the players have past knowledge and are prone to twink their characters, combat has been modified to be much more difficult. While I remember white conned mobs and even the occasional yellow being defeated solo, here I have had blue cons wipe the floor with me.
One time I was taking on a blue conned mob that poisoned me. I defeated the mob and was about dead myself. As I attempted to bandage my wounds, I fell unconscious. When I snapped awake, the poison counter was reapplied as if it was new. Thus the initial damage killed me outright, even though the process of bandaging apparently never applied any healing on either side of near death.
Another time I had a mob nearly dead. Apparently a mob considered a "warrior" must have a subtle berserk mode without the critical hits. Being killed by a maximum hit, a maximum bash, and two more maximum hits in a row while I went from victory to defeat had me grumble "WTF?" in real life. This was a blue conned mob to me around level ten.
My Iksar monk at level ten has now died three times in a row. I have been given enough advice that I should leave Field of Bone - especially since the wandering mobs seem to be a simple train signal: green, green, red. While dying is part of the game, to loose eight percent, eight percent, and now nine percent seems more than I remember. Perhaps the memory is hazy, but an eight percent loss happened in my late 40s to 50s while early teen losses were nearly negligible.
I do not want this to seem to be a bitch rant. I am attempting to play the game as it is given without resorting to getting twink gear to survive. Again, my memory might be glistening with rose colored glasses. But Project 1999 appears harder than Live during the same time period.
Anyone agree or disagree?
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I can't say for sure. I will tell you I had 13 days playtime on live for my ranger--in early to mid 1999--and he was only level 13 or 14 at most. And yet on this server I levelled to 13 or 14 in maybe ~4 days playtime--probably less. This is mainly because I know the game so well compared to when I first played. And also the availability of high level items for cheap prices helps too.
The mechanics might be harder, but I think knowledge and better availability of items makes it easier in terms of length of time required to level. This means single fights might be harder for the average noob, but for knowledgeable players it's about the same. Theer'e probably some exceptions. I'm only speaking on average. They can't possibly get all things right.
So in summary:
1) YOu're wasting far less time (dying less, less wandering, less researching, etc) because you're knowledgeable
2) Assuming you're knowledgeable, you're gearing up with cheaper high level items--making fights the same or easier
EDIt: Someone else mentioned the length of time between expansions here is longer than on live. This means cheap high levels items are more available. When you also take into account the campers are more knowledgeable, it's even moreso true.
Keep in mind I played on this server in early 2010, only months after it first started. Mudflation was much lower then. I recall enjoying it a great deal. I played off and on until 2012. I never levelled past 23. Loved playing with noobs on my alts. I moved on from EQ though. I just played Everquest far too long. I migrated to Wurm Online and have played that up until recently. I played on live a little bit in 2014. It was when they released the free level to 85 thing. I got free upgrades to 85 for 2 chars. Right now I"m playing a MUD (Icesus).
I played live up to 2010. Did some raiding. When I say I played EQ far too long, I mean it.