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  #291  
Old 07-22-2013, 03:34 PM
Alarti0001 Alarti0001 is offline
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Originally Posted by Kinsawt [You must be logged in to view images. Log in or Register.]
They are trying to make a 100% classical server within reason, exceptions being made for overpowered bugs/abuse of mechanics.

You couldn't levitate in Sky here, you could in classic. That isn't something that is technically/mechanically out of their league. But levitating in Sky allows you to abuse the intent of the zone.

You couldn't use the level 56 rez bug here to power level characters to 60. All that took was a 56 cleric and someone with harmony.

You can't give pets no-drop weapons.

You can't give NPC's weapons to use.

All of these were "classic" and easily implemented/removed, so are many others, but they were changed in order to give some legitimacy to the raid scene of the server. The same way they nerfed Mage pets once guilds started sending 30 mages up to Plane of Sky, the way they already nerfed DA agro although that was a Velious change, the way they nerfed Ivandyr's hoops; this kind of action isn't unprecedented on this server.

IB just happens to fall in the same boat as TMO on this issue, we want content to be hard, not trivialized by killing a lvl 52 mob in Freeport, or having 15 lvl 46 clerics running a 1.2 second CH cycle.
TMO/IB alliance to keep Lucan on Lockdown? LOL [You must be logged in to view images. Log in or Register.]
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  #292  
Old 07-22-2013, 03:39 PM
Kinsawt Kinsawt is offline
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Between us and Dark Ascenson we held down the High Keep DA Idol camp 24/7 for what? 4 weeks?
  #293  
Old 07-22-2013, 03:39 PM
SCB SCB is offline
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Originally Posted by Alarti0001 [You must be logged in to view images. Log in or Register.]
LOL.... This ^^ is what happens when you run out of intelligible arguments.

"The mission of the project is to create the classic feeling that many had during the early days of Everquest during those time periods, starting with Classic content and releasing the other expansions and content on a similar timeline that was experienced on Live."

I bet many people didn't experience classic content with Soulfire raids

http://www.google.com/imgres?um=1&hl...24&tx=96&ty=42

I don't know how to Classic Forumquest so enjoy your link instead of embed.
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  #294  
Old 07-22-2013, 03:46 PM
Nirgon Nirgon is offline
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Freeport guards and Sergeant Slate are way too easy to kill.
  #295  
Old 07-22-2013, 04:00 PM
Nirgon Nirgon is offline
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And sorry guys but go farm Soulfires
  #296  
Old 07-22-2013, 04:09 PM
Hawala Hawala is offline
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SoulFire is obviously an abuse of classic mechanics. I don't for one second believe it was the intention of the developers for every class to have the ability to complete heal.
  #297  
Old 07-22-2013, 04:23 PM
falkun falkun is offline
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Quote:
Originally Posted by Alarti0001 [You must be logged in to view images. Log in or Register.]
I bet many people didn't experience classic content with Soulfire raids
I bet many people didn't experience classic content in PBAoE groups either, nor full L60 only raids, nor a bunch of other differences. The quoted statement has to do with non-classic environment, not non-classic mechanics. The mechanics are classic here, but the environment is non-classic due to the extended time in Kunark and, more importantly, the internet-dickwad theorem.
  #298  
Old 07-22-2013, 04:23 PM
pharmakos pharmakos is offline
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Quote:
Originally Posted by Hawala [You must be logged in to view images. Log in or Register.]
SoulFire is obviously an abuse of classic mechanics. I don't for one second believe it was the intention of the developers for every class to have the ability to complete heal.
there's lots of stuff the developers didn't intend.

biggest and most common example is Feign Death splitting/pulling mobs to a camp.

they originally envisioned that groups would move through dungeons as a unit.

therefore, developer intentions isn't a solid argument.

leaves no room for creative use of game mechanics, and leads to a boring game IMO
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  #299  
Old 07-22-2013, 04:29 PM
fastboy21 fastboy21 is offline
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Quote:
Originally Posted by pharmakos [You must be logged in to view images. Log in or Register.]
there's lots of stuff the developers didn't intend.

biggest and most common example is Feign Death splitting/pulling mobs to a camp.

they originally envisioned that groups would move through dungeons as a unit.

therefore, developer intentions isn't a solid argument.

leaves no room for creative use of game mechanics, and leads to a boring game IMO
It all comes down to what you believe is classic. Being classic isn't all about just making all the game mechanics exactly as they were in live era kunark.
  #300  
Old 07-22-2013, 05:18 PM
Frieza_Prexus Frieza_Prexus is offline
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Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
It all comes down to what you believe is classic. Being classic isn't all about just making all the game mechanics exactly as they were in live era kunark.
Well said, but the issue between classic and not classic and what to do about it is really blurred by the emergent gameplay both here and on live. Where we should land on the "what to do about it question" is up for debate, and there's not a perfect answer. No matter what is done in any particular situation, both sides for or against a particular change can validly jump up and down while screaming not classic. It's almost a complete impasse. I think the most reasonable situation is what I mentioned earlier which Falkun echoed (though I think he misread my post; I was agreeing with you!). All classic mechanics should be reproduced in their entirety, and changes should be made only under two circumstances:

1) It's an obvious bug or unintended/emergent gameplay that does NOT add value to the game then (1999), or now. Examples being the Paladin epic 1 million damage dot, the Wavecrasher bug, and being able to forage dropped loot in certain zones. All of these are clear-cut situations where the developers intent would be ascertainable with almost absolute certainty had they known of the issue at the time.

OR

2) The problem here is such that it effectively prevents any modicum of classic EQ, and to leave the situation as it is would render the situation more non-classic than it would otherwise be.

These are both very difficult standards, you either have to know with 99% certainty what the Devs would have done, or you have to prove extreme detriment to the gameplay of the server. Note that the standard is the gameplay and not the effect it has on the interactions of players. These are both rare and difficult situations that can occur, but should be met with caution. That's why I think that there is a presumption that the server should strictly adhere to the timeline, and that any deviation must first overcome a presumption that strict adherence is in the server's best interest.

Many of the supposed problems are not really problems at all. For example, SoulFire is currently used in two fights: Trak and VS. Trak is, in my opinion, not at issue because of the SoulFires. Sure, they help, but pulling off a Trak kill that otherwise wouldn't happen without them is actually a very rare and specific circumstance. SoulFire is also used to tank VS while your crew assembles. VS doesn't proc often enough in my opinion, and that fix would be more than enough to make SF tanking that much more difficult. SoulFire wouldn't be as much of an issue if the server were more classic ironically.

Might SoulFire one day be a problem? Absolutely, it could perhaps trivialize some gameplay, then again perhaps not. However, no matter what happens, the burden to change it is on the ones requesting it. That burden has yet to be met in this particular case.
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