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#81
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"I would play my sk, but other than fool around with him in qeynos I'm not going to do much with him. And if there is a hybrid penalty I probably never will do much with him. (funny thing though, I got level 3 with him, human sk bertoxxulus, and it sure doesn't feel like he has an exp penalty at all)"
While slightly off-topic, I'll answer this for you (one post and done--an acceptable derail, I think). Hybrids most assuredly possess a steep experience penalty on P1999. Confirmation takes the form my my wife's Cleric gaining roughly 2 yellow bubbles worth of experience over my Paladin per level. As such the only way she and I remain equally-leveled is due to our determination. I play a lot more than she does, and if she pulls ahead too much, she suicides back down. Obviously we wouldn't need either of those measures if our classes leveled at the same rate. Danth | ||
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#82
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In my opinion, the only real issue in this thread is not having anyone to group with at certain times. Some classes are completely reliant on other players to get anything done and therefore are screwed when this happens. This reliance on others is great and one of the things that made classic EQ such a great game, but being screwed due to a lack of players online is not classic EQ at all.
This is not about XP being too slow, or having to go to specific areas to find groups (this was true in classic too), or having to be proactive to find and create groups, or not having good enough items available, etc. One suggested solution was to play at different times. In my opinion, this is a ridiculous suggestion. Anyone willing to reschedule their life around an emulated EQ server has bigger issues than not being able to find a group. Another suggestion was to allow players to bind wound to 100%. This would reduce the impact of not having players to group with for some classes, but it is far from an ideal solution. The stated goal of the server is to recreate classic EQ, and binding wound to 100% certainly isn't classic EQ. Also, IIRC some classes (at least monks?) were able to bind wound up to 70% if they got their skill high enough (without AA). Allowing all classes to bind to 100% takes away a defining feature of these classes. Another was to re-roll as a class with solo ability. Working with what you have now (normal bind wound, no boxing, etc.), this is the best solution. If you know warriors are screwed if there's no one to group with, and you know you'll be playing at times when there may be no one to group with, then rolling a warrior isn't the greatest idea. I don't think this is the ideal approach though, because I do think someone should be able to play the class they want to play regardless of play time. Also, it could lead to a very non-classic class distribution. Regardless, making a warrior (or rogue, etc.) knowing how the server actually is now and complaining about the situation you've put yourself into is silly. Reroll for the time being and come back to your desired class if and when something's changed that makes that class more viable for you. While rerolling certainly works, it couldn't hurt to at least discuss alternatives that would fix the problem without limiting the class choice of off-hour gamers. I think implementing some sort of boxing is the ideal solution. The source of the problem being discussed is a lack of characters online at certain times. Boxing increases the amount of characters online without sacrificing anything classic. I know boxing has been discussed to death on these forums, but I think some sort of limited boxing can be implemented in a way that fixes the "I play a warrior and there's no one online to group with atm" problem without creating many of the problems that the anti-boxing crowd fears. It is all about attaching enough penalties to boxing so that there's minimal appeal unless you absolutely need it, and/or forbidding it unless certain conditions are met. Here's some ideas: * Large XP penalty on both characters when both are online simultaneously * Boxing only allowed when the server population is bellow X players * Boxing only allowed when the population of characters between levels X and Y falls bellow Z, and then boxed characters must be between levels X and Y (having multiple rules like this to cover different level ranges) * Boxing forbidden in certain zones (ex: fear, hate, sky, maybe solb, lguk and perma too) * Boxed characters must be within X levels of each other * Boxed characters cannot engage certain mobs * Magic items do not drop from monsters killed by boxed characters * Add some sort indication so that other players know when someone is boxing (ex: * in front of both chars names in the /who list) * No more than 2 chars online at once Etc...some have flaws, but you get the idea. | ||
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Last edited by Casezilla; 11-27-2009 at 11:12 AM..
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#83
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So instead of solutions that are a simple DB change, like XP or bind wound, you basically want to allow boxing and create a GM police force to enforce all these rules. Who has time to do that, heh?
Why not just enable boxing and be done with it in that case? | ||
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#84
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Guys my GF finds me no longer hott can i still play her cleric i dont want that bitch to have it?
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#85
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#86
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wtf is this?
OP asks for advice gets advice bitches about advice other random people bitch for random reasons wtf is this? oh wait, duh, its some forums on the internet. post count does not = exp. | ||
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#87
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My favorite of this btw was while Halladar (or whatever) was insta replying to everything a couple days ago he never moved out of efp.
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#88
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My favorite part of this thread:
Quote:
Quote:
4 levels per day = 1 level per 6 hours played. 6 hours x 49 levels = 294 hours total from 1 to 50. 18 - 3 = 15, so you did 1-50 in 15 days. 15 x 24 = 360 hours total. 294/360 means that for your just over 2 week period levelling you spent just under 82% of your time, or 19.6 hours a day on EQ. Is that about accurate? Do you like, not sleep? The numbers behind that are just mind boggling and hilarious to me at the same time. edit: For fun lets say it was 18 days not 15. Then you only spent a much more reasonable 16 hours 20minutes a day on eq. I suppose you could fit in some sleeping time in that case. | ||||
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Last edited by yaaaflow; 11-29-2009 at 03:42 AM..
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#89
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Assuming for a second that we had a population of players anywhere near the 1999 mark (1500-2500) for as single server, could this server even support that many players at once?
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#90
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Rogean has said the server could easily support 1000 people. If we ever got there it would be trivial to add a 2nd server to host some of the busier zones.
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