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  #131  
Old 12-20-2011, 12:07 PM
Crazycloud Crazycloud is offline
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Quote:
Originally Posted by Djanis [You must be logged in to view images. Log in or Register.]
Slow as hell classic exp coupled with exp loss in pvp is just hilariously retarded. No wonder the population dropped. There wasn't a single server like this on live.

There was a server worse then this.

SZ had classic xp with xp lost in pvp and legal trains.. shhh
  #132  
Old 12-20-2011, 12:09 PM
Nirgon Nirgon is offline
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Right, but the offset was newbie zones were FFA and the scene wasn't so majorly clique based.


ps: better not be eyeing my clique bros
  #133  
Old 12-20-2011, 12:39 PM
Lazortag Lazortag is offline
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What I've learned from this thread is that most people asking for an exp bonus simply don't know how to play the game. I don't mean that they are bad players because they can't handle classic exp, but that they're bad players because they can't handle basic math. That, and they don't know the mechanics of the game.

Exhibit A:

Quote:
Originally Posted by Doors
Searyx is actually right, the grind for levels 2-10 is beyond awful. I'm talking less than 1% a kill, at level 3, for a dark blue mob.

And this is at the time whenever you have no armor, weapons, fun things to kill, a guild, friends usually, or money.

Transferring some of that terrible grind during the most boring levels to later levels is not a bad idea.
Sorry Doors but I'm going to have to make an example out of you. At levels 1-4, any mob lower leveled than you is considered dark blue. So at level 4, even a level 1 mob is dark blue. The exp you gain from a mob has to do with their con colour, the zone's experience modifier, as well as their level relative to yours. The fact that a level 4 player can gain any experience at all from a mob that is 25% of their level should make you happy - at no other level can you gain exp from a mob that is a quarter of your level. Fact.

The reason you find the grind so slow in the early levels is because you're killing the wrong mobs. If you can't remember that a moss snake is going to give you worse experience than a fire beetle, you have no one to blame but yourself.

Exhibit B:

Quote:
Originally Posted by Giovanni [You must be logged in to view images. Log in or Register.]
Side note: Melees grinding on lightblue mobs solo with bandaids is fucking depressing. I am sure forcing prisoners to solo a melee was proposed as a method of torture in Gitmo, but water boarding was found to be more humane.
In classic "light blue" didn't exist - light blue mobs would have been green instead and given no experience at all. On this server they give intentionally nerfed experience, meaning that you should not be killing them. Don't complain about getting slow exp from light blues - in classic you wouldn't have gained anything.

Exhibit C:

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
Welcome to 1999 where we are all 13 years old and--oh wait, it's 2011 now and we all have full time jobs++ (well, some neckbearders may still live with mom, but hey)
So you think that slow exp is the biggest deterrent to a high population, yet blue99 and red99 are respectively the most popular pve and pvp servers on EqEmu. It wasn't a problem for blue99, it won't be a problem for red99. The people who aren't playing would have quit in a week anyway. See exhibits A and B.

Whatever you do to the exp rate, I will play along. I'll stick around no matter what the ruleset is so long as they don't allow boxing, because I enjoy the server and I'm not so bad that I can't deal with a ruleset I don't like. But if you increase the exp, some players will leave, and players who are already playing will enjoy the server less, and therefore log in less. You'll gain some players too, but overall you'll have roughly the same numbers as before while killing the classic feel of the game. There's literally no good reason to increase the exp rate.
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  #134  
Old 12-20-2011, 12:43 PM
Melveny Melveny is offline
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Spear, angry wolves, uprising merge and make a third large guild with numbers to compete and people to group with, IMO.
  #135  
Old 12-20-2011, 12:50 PM
Massive Marc Massive Marc is offline
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I think it's painfully obvious why the population has decreased. Two major factors have contributed to it, in my opinion. These are:

1: Hype. This server was hyped up so much, it was going to be the next big thing. Then when people realized it was just another EQ server, they decided to go back to their main and play the char they put hours and hours into with less risk of wasting time.

2: Exp Rate: Without going into classic/hardcore gamer arguments, lets face the facts. Most of us are older and simply don't have the time to grind out the exp. Softcores argument is that EQ doesn't start at 50, well for me it does. I've played the game over and over and over, that when I go into crushbone, I'm not in it to find friends, I'm not there for immersion, it doesn't have nostalgic value, I'm there to grind, get EXP and move on. I want to get to 50 as soon as possible to raid/group at high end dungeons/PVP with GEAR AND SPELLS.

Lets be real. We've all done these dungeons for hours and hours on end from years and years of playing. I really just want to get exp and loots without sacrificing sunlight and decent meals for 12 months.
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  #136  
Old 12-20-2011, 12:51 PM
Albane Albane is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
So you think that slow exp is the biggest deterrent to a high population, yet blue99 and red99 are respectively the most popular pve and pvp servers on EqEmu. It wasn't a problem for blue99, it won't be a problem for red99. The people who aren't playing would have quit in a week anyway. See exhibits A and B.
The real issue is that Blue99 didn't have much in terms for competition of players who wanted a classic experience. So they got 100% of the players. On red, our player base has to compete with the blue experience. Playing red is like playing blue on hard mode. A bumped up xp rate, at least for the lower level players, would help to add some life to the server. There is a reason the OP called it a stimulus plan.

Quote:
Originally Posted by Melveny [You must be logged in to view images. Log in or Register.]
Spear, angry wolves, uprising merge and make a third large guild with numbers to compete and people to group with, IMO.
It would be nice to see a guild that tried to recruit respectable players to compete with the other 2 guilds who are packed full of asshats. Perhaps start by a merge between Uprising and Spears, and then add Wolves later, or vice versa.

Quote:
Originally Posted by Massive Marc [You must be logged in to view images. Log in or Register.]
I think it's painfully obvious why the population has decreased. Two major factors have contributed to it, in my opinion. These are:
You listed nice examples, but I personally know of 6 people who quit when they found out about the amount of exploitations being allowed with no repercussions. You might be able to get these people back, if they could move a little swifter through the early 25-30 levels, to get to the real heart of the game, grouping.

Quote:
Originally Posted by Massive Marc [You must be logged in to view images. Log in or Register.]
Softcores argument is that EQ doesn't start at 50, well for me it does.
I have to disagree here. I think EQ really starts at level 35. level 1-34 are there to teach you how to play your class and introduce you to the world. Level 35 is when you can start getting groups for Lguk and Sol B and start working on your pre-planar gear.
Last edited by Albane; 12-20-2011 at 12:59 PM..
  #137  
Old 12-20-2011, 12:52 PM
Nirgon Nirgon is offline
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Dude "THE SERVER POP IS SMALLER" has everything to do with not being able to buy awesome twink gear for 50-200pp let alone just be handed shit and free lvl 50+ buffs at all times at east commons tunnel like on blue.

Was Blue99 pop this high when it first launched? Items will flood the market, people will roll twinks, most of the bullshit has already died down from lvls 1-20. Things are fine, you guys need to think big picture.


Yes the "grind" is harder without "free" Kunark weapons and grouping with people's fungi'd melee twinks :P.
  #138  
Old 12-20-2011, 12:57 PM
Rust1d? Rust1d? is offline
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Fact: The server population has been declining. From 500+ Day 1 to just under 300 as of last night.

Fact: TOR just released today. That is going to take away people. I know a few buddies that are going to start playing that.

There needs to be some adjustments made to retain players, possibly attract more. The newbie zones are empty which deters new players right from the start.

Like Searyz said, there needs to be some sort of exp boost from 1-25.

The grind, no yellow text and no global chat do not help this game.
  #139  
Old 12-20-2011, 01:17 PM
nilbog nilbog is offline
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Quote:
Originally Posted by Albane [You must be logged in to view images. Log in or Register.]
I personally know of 6 people who quit when they found out about the amount of exploitations being allowed with no repercussions.
Did they actually witness these exploits themselves? To see, you know, if there were actually exploits? You realize posting things like this might make people believe them. Furthermore, you might have caused people to leave the server when they read your posts, believing these exploits existed and were being used.

I'd say the release of this server is one the most sploit-less eq releases possibly ever? Originally eq servers had the most sploits of course.. legendary ones at this point. Then eqemu servers (lol) and the additional eqlive servers which opened up after. Somewhere around 2004 eqlive started changing systems and got rid of lingering code exploits, but still doesn't (?) care about macroquest and showeq.

tldr: negative propaganda is possibly decreasing population. at least by 6 :P
  #140  
Old 12-20-2011, 01:20 PM
Truth Truth is offline
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EQLive just did a sweep of mass bans for MQ2
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