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  #31  
Old 09-12-2012, 11:35 PM
SearyxTZ SearyxTZ is offline
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I want less zones since Verant designed their 100 zone servers for 2000 people and we don't really have that going on here. Probably 1 player per 10 square miles. It's like being in west Texas, or one big West Karana.
  #32  
Old 09-12-2012, 11:36 PM
Vayder Vayder is offline
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I’d like an overhaul to the spell resist system that did two things:

1) Use current Lucy spell data for pvpresistbase, pvpresistcap, and pvpresistcalc
2) Add a +50% debuff bonus to pvp resist debuffs

I believe this brings a number of positive changes:

Debuffs matter – currently very little emphasis is made on tash, mala, malo, curtailing chant, etc. I rarely see anyone pumice, pillage, etc. buffs. But with the above changes debuffs become an important part of pvp and as a result…
Rewards coordinated tactics – the above system makes it likely to see in mass pvp an enchanter tash a target, a mage mala the target, and then call for a shaman to malo the target. The order of the spells matters! Each debuff is peeling a layer of defense off the target but taking coordinated tactics and a mix of classes to do so.
Enlarges spell books in pvp – my initial reaction to a system like the above was that it would make many spells useless, hearing the word “immune” tends to grant that impression. However, what I discovered after looking at the numbers at great length was that “immunity” is always conditional and actually diversifies the spells cast in pvp. Instead of spamming the same spells over and over it forces players to use debuffs, to cast fire, cold, or magic spells based on what the target is resisting, etc.
Makes level difference matter – if you’re being cast on by a player that’s 8 levels higher than you they’re going to have a much easier time getting spells to land.
Transparent spell data – every player has access to spell data and to how that spell data effects resists. As a result you can make goals for your resist gear set and plan your spell lineup and tactics with known information.

How would this work?

Example #1 – Root
Pvpresistbase = 50
Pvpresistcap = 33
Pvpresistcalc = 101

Pvpresistbase is the number you start with if you’re the same level as the caster. Pvpresistcap is the number you start with if you are the max levels (8) below the caster. Pvpresistcalc is the number you need to beat to outright resist the spell.

So if you’re the same level as the player casting root on you, if you have 51mr you would be “immune” to root. Sounds like resist gear is pointless then right? Now imagine your resist magic is pumiced and you’re tashed first. Now you need 111mr unbuffed to be “immune” to root. However, if they bring a mage and you’re mala’d as well – you’re going to need 163mr to be “immune” to root.

So “immunity” isn’t quite the steel curtain some might think at first glance. The value of vanilla root fluctuates with the tactics the casters choose to employ.

Example #2 – Fetter
Pvpresistbase = 12
Pvpresistcap = -49
Pvpresistcalc = 135

Assuming you’re the same level as the caster you start with 12 and need 135 to outright resist Fetter. Thus, 123mr would make you immune to this higher level root. That’s fairly obtainable via gear and buffs. However, if they strip your resist magic this is a hard to reach number but feasible for the ability to be “immune.”

But now assume the enchanter tashes you. You’ll now need 183mr unbuffed to be “immune.” I highly doubt many folks will be rocking that number. If they bring a mage to mala you’ll need 235mr to be “immune”.

So as can be seen in the case of the root line, “immunity” isn’t exactly immunity and the values needed scale with levels / gear.

Example #3

Draught of Ice
Pvpresistbase = 12
Pvpresistcap = -31
Pvpresistcalc = 135

Draught of Fire
Pvpresistbase = 22
Pvpresistcap = -16
Pvpresistcalc = 134

Assuming same level as caster you’d need 123cr to be “immune” to DoI and 112fr to be “immune” to DoF. If you’re mala’d that makes it 175cr and 164fr. You’ve got a choice to make: do I wear fire or do I wear cold? The wizard has a choice to make – if he spams cold over and over and you’re rocking 175cr or close to it he’ll burn his bar quick. When he swaps to fire you can choose to do likewise and the games can continue. Now swapping gear midfight becomes a part of strategy as you have clear values needed not only to resist MR spells but also CR, FR, PR, and DR.

But that’s not classic!

I know. Unfortunately we don’t have access to classic spell data for pvpresistbase, pvpresistcap, and pvpresistcalc. However this is the system classic used and Lucy provides the only complete set of spell data for all classic spells that I’m aware of. By using current Lucy data as the standard all of the “well I remember it this way…” arguments are avoided. We have cold hard numbers to go by as our standard from this point forward and those numbers were made by EQ developers rather than some cooked up values from our best guesses.
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  #33  
Old 09-12-2012, 11:40 PM
ekblue ekblue is offline
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Red99 running like a well oiled machine. No changes needed.
  #34  
Old 09-12-2012, 11:57 PM
hagard hagard is offline
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Twat da fuk did burrito supreme say???


But srsly


Resists need to adjusted
Yellow text implemented
& the current pop needs to stop being such blubies.
K tks
  #35  
Old 09-13-2012, 12:13 AM
hagard hagard is offline
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Resists aren't fine.
On live blind didn't land. Unless you had wrapped entropy spine with the pr based blind.
Druids never used nukes because they wouldn't land.
Wizards only used lures.
I wasn't whirled once on live(not sure if that's still a prob)
You didn't have to be full resist gear to resist cc spells.
I'm sure and your bro samwise never played live because you guys sound clueless
  #36  
Old 09-13-2012, 12:21 AM
Cwall 4.0 Cwall 4.0 is offline
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hotzones
and/or exp bonus
remove hybrid penalties
classic resists
YT
leaderboard
dev communication

prob not going to get that last one since rogaine only comes around to say things like "lel i am such an epikkkk trolle lol i got u guys so good posting about playing star wars arnt i so funny xDDDD" when in fact he actually did let this server crash and burn from playing star wars
Last edited by Cwall 4.0; 09-13-2012 at 12:26 AM..
  #37  
Old 09-13-2012, 12:41 AM
Yukahwa Yukahwa is offline
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I think a PVP info board with a 30 minute or even a 1 or 2 hour delay would be ideal. It could basically show a ton of battle details on any battle that results in a death.

I think it could feasibly show the following

1. who got the kill shot
2. all who was involved in doing dmg to the player, and % of dmg dealt. It should differentiate between melee and non-melee damage
3. who was involved in assisting those in number 2, and how

Basically every time a battle went down, a story would be told. It could be an hour delayed, or even two hours, or even 12 hours, but it would tell a story and would put an end to (or change the nature of) the kind of smack talk the players on this server put out.

Battles that don't result in a death wouldn't be covered. Everyone knows that when people say "Lol u ran!" they are really saying "Dang, he got away because I'm not good enough at EQ pvp" so overlooking those non death engagements is no problemo.

Here is an example battle

"Gloinzz killshotted Soandso at 9:00PM PST in City of Mist"
"Gloinz dealt 628 damage to Soandso"
"Gloinzz did 100% of pvp damage dealt to Soandso"
"Player X buffed Soandso at 8:17PM"
"Player Y buffed Soandso at 8:03 PM"

This battle log tells a story about a time when Gloinzz zoned into CoM, killed a groups MT, and left.

The PVP board system will also benefit group PVP. It shows clearly the less amazing 1 shot kills of that type of PKer, which is nice..but it will also detail embarrassing battles when one entire group is totally stomped on by another group, and how it went down.

I think PVE hotspots would also be a worthwhile thing to try. Certain zones would be EXP boosted which would draw PVE guys, Griefers, and people that hate that particular group of griefers.

The very very very most important thing is that the server feels alive. The fact that regen items are still non functional on this server makes the server feel completely dead, forsaken, and abandoned. This drives players away big time. No one will spend time playing on a server that is looking more and more like a ghost town every day.

For example: the front page read "Kunark Postponed" for like two weeks after kunark was released on red. Thats a great way to essentially snub a potential shot of vitality for the server. If on the front page, p99 staff made it look like things were happening on red, people might want to give it a shot.

One sure way to make the server feel alive is to put the kill board on the front page permanently, or a small killboard highlights box with a link to the more detailed killboard. This would make bored bluebies jealous every day, because it becomes more and more obvious that playing blue means you are missing out on a hugely exciting dynamic of everquest.

As far as the EXP bonus is..well most people will complain about EXP anyways. I suggest the current EXP bonus for soloing, and an extra bonus for any group. Some people make full groups. Nothing too fast of course. Grinding is a big part of the game and its important that everyone is afraid of deaths.

Except PVP deaths. EXP loss is not necessary. Maybe make the boot slot always lootable so people can steal each others shoes. Even make new in game quests for PVP only shoes with funny names and attributes. To counteract lamers that keep their feet slot empty, if the foot slot is empty, one of any item can be looted, to discourage weak sauce behavior. Maybe not exactly this..but something like this is an idea that will make pvp more fun for everyone.

Training should always be against the rules. Evil players that train should always be banned eventually. Some trains are accidental. Accidental trains don't happen every night. All of the possessions of confirmed trainers should be given to the families of the individuals that were victimized before the account is banned permanently. Harsh punishments means people will think twice before resulting to weak sauce PVP tactics. GM's will be sure a ban is appropriate when someone accumulates a noteworthy train history accompanied by consistent reports of negative behavior.
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Last edited by Yukahwa; 09-13-2012 at 12:46 AM..
  #38  
Old 09-13-2012, 12:44 AM
nabsev nabsev is offline
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1. Yellow Text
2. Yellow Text
3. Yellow Text
  #39  
Old 09-13-2012, 01:00 AM
Pudge Pudge is offline
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1. yellow text, world-wide, zone info included. Why: gives everybody a piece of the action. makes server feel more alive. deters bind camping? (mostly). lets ppl know the truth about who is killing who. gives the glory of PVP to the victor. cons: might make ppl feel embarrassed if they got killed, which could deter them from playing on the server. however, this is a PVP server; you gonna die sometime. it happens.

2. keep a high exp rate - the +50% seems good at 50+. below level 46 it should be an additional +25% (so +75%, in addition to the scaling exp bonus that applies as you level). i was one of the ppl who championed shit-slow exp, thinking it would deter hackers because their accounts would get deleted. but i was wrong, the hack detection on this box is so good that... NO ONE HACKS. so there is no reason to keep the grind so dire. - also publicize how easy the exp is, letting blue players log on red as a breath of fresh air and knowing they can level quickly. ppl have jobs etc. they can't devote their entire lives to classic EQ grind. some ppl try, then burn out.

3. remove pvp exp loss. i like it but a lot of ppl don't. they want to be able to afk/fall asleep at the keyboard. BUT if you remove exp loss, there still must be a penalty for dying/bind rushing. so there should be, as someone else mentioned above, a res-timer type effect. I'd say it should be a 20 minute timer which renders you "frozen" - motionless, immune to pvp, unable to cast any spells, etc., but still able to speak in OOC. but also include a spam-filter if ppl putting out too many lines of text.
^^edit: unless you got resed. and keep a 30 minute res timer on PVP corpses.

4. keep global OOC.

5. resists.. i dont know about resists. i would keep them the way they are right now, except to make it easier to get partials on nukes? havent really tested it

6. playerbase has to not be douchetastic to anyone new. ppl ask "what is a good solo class that can also pvp on this server" answers: rogue, warrior, etc. come on ppl... you WANT to have some challengers, right? why are you here?
Last edited by Pudge; 09-13-2012 at 01:06 AM..
  #40  
Old 09-13-2012, 01:14 AM
Yukahwa Yukahwa is offline
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You are right that there should be some consequence to PVP. Maybe the leaderboard would be enough. I'm a fan of rallos zek style item loot (single item not bagged not held or range slot) and all coin. But besides that, maybe just make bind rushing bannable and then the PVP board can be reward enough for good PVP encounters.
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Originally Posted by juicedsixfo View Post
I take off the armplates on my ogre when I'm doin' battle cause I want them to see my guns
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