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  #1  
Old 10-05-2020, 10:34 PM
adichi adichi is offline
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Default Teal for Kunark Launch

Bring back teal for launch, too many people and not enough pixels to be shared
  #2  
Old 10-05-2020, 10:36 PM
Soothsayer Soothsayer is offline
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True dat
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Old 10-05-2020, 11:03 PM
Castle2.0 Castle2.0 is offline
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There's a thread for this already. You gotta vote and post a quick reply to get it trending.

https://www.project1999.com/forums/s...d.php?t=353144

We're closing in on 600 YES votes.
  #4  
Old 10-05-2020, 11:09 PM
azxten azxten is offline
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Only if it's limited to original Teal players.

Those of us who knew merge would happen soon and got easy /list camps would like another go at it.
  #5  
Old 10-12-2020, 12:47 AM
Natewest1987 Natewest1987 is offline
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Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
Only if it's limited to original Teal players.

Those of us who knew merge would happen soon and got easy /list camps would like another go at it.
There was a lot more to teal than this.
  #6  
Old 10-12-2020, 03:53 PM
zaneosak zaneosak is offline
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This all depends if they adjust ZEM like they did in the classic zones back in March.
If they do that for Kunark, the server can sustain 2000 people. The outdoor zones being bumped up to 100 ZEM (+33%) like all outdoor zones in classic would be a good start.

The Green ZEM that was adjusted back in March gave us a 4 tiered ZEM system basically.

1. Ultra High ZEM [150+] in vastly unused dungeons (Perma,Kedge,Paw,Runneye,Gorge,CT)
2. High ZEM [110-125] in other "regular" or unused dungeons (Befallen,BB,Najena,SolA,UGuk,QA,CB,HHK,Unrest)
3. Outdoor/City ZEM [100] (+33% of old outdoor normal across the board)
4. Low ZEM [<100] in dungeons with the good loot (LGuk,Solb,Mistmoore)

If they go the same route for Kunark. I would see them keeping all the current dungeon ZEMs where they are for the most part, most of the best loot zones in Kunark are 85 ZEM, basically the "dungeon" standard besides a few of them and basically match SolB and LGuk ZEMs. There are a few execptions likely to unchange though -- like LOIO. If you put 100 ZEM in LOIO whoever got bloodgills would rocket their way to the mid 50s due to how ridiculous that camp is, just an example.

Something like this if they adjust it is reasonable and would help with population, some zones are already in bonuses that fall into the new classic zem system:

1. [150+] ZEM - Kurns,+Droga, Hole (already confirmed the Hole is 150 by March update)
2. [110-125] ZEM - Kaesora,+Dalnir, +Nurga
3. [100] Outdoor/City
4. [<100] Value Loot Dungeons (Seb,HS,CoM,KC,Chardok)

Having outdoor get a moderate buff makes pretty much every zone viable though.

I guess we'll wait and see.
  #7  
Old 10-12-2020, 06:29 PM
M.J. M.J. is offline
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Quote:
Originally Posted by zaneosak [You must be logged in to view images. Log in or Register.]
4. [<100] Value Loot Dungeons (Seb,HS,CoM,KC,Chardok)
CoM feels like one of the few dungeons that is legitimately popular because it's fun and not because it has an overly high exp mod. I could see it being in the bottom tier but if they're upping the outdoor mods for us (crossing fingers) I'd still like to see CoM stay a viable popular exp spot for the sake of Shamans doing epic faction. It is one of the few dungeons you'll actually ever find bards in too, so I've had some great groups there.

That said you can #4 Value Loot CoM to hell and back if Sarnak Fort and Goblin Ruins in LoIO become viable exp spots on Green.
  #8  
Old 10-13-2020, 05:27 AM
Tethler Tethler is offline
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Quote:
Originally Posted by zaneosak [You must be logged in to view images. Log in or Register.]

Having outdoor get a moderate buff makes pretty much every zone viable though.
For sure. I love solo and small group play, so I've been loving the outdoor ZEMs since the change. Really reduces congestion in popular zones, and you don't feel bad when grinding spots that aren't optimal because the difference is much smaller now.
  #9  
Old 10-06-2020, 05:33 AM
Swish Swish is offline
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It would create a nightmare for duplicate names, moreso than it did already.
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  #10  
Old 10-06-2020, 07:00 PM
uygi uygi is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
It would create a nightmare for duplicate names, moreso than it did already.
I don't think so, you just block new character creation on Teal. Can just allow lvl 1s to be rolled on Green and let them (and only them) /movelog, solves naming conflicts.
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