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  #141  
Old 11-13-2013, 12:12 AM
HippoNipple HippoNipple is offline
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I get what everyone is saying about RZ item loot rules, but that was always my favorite server. Your reputation really did follow you. There would potentially be pk and anti pk guilds. Guilds with actual personality and values driven by play style and fear. It could be too much but pushing the envelope a little may also be what this payer base needs. Obviously the current environment isn't enough to punish players for their behavior and reputation.

The downside is that the players on top truly dominate the server 10x more than the current rules. Players that farm good items will get fed up while raiders roam around with much less risk.
  #142  
Old 11-13-2013, 12:12 AM
Retti_ Retti_ is offline
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  #143  
Old 11-13-2013, 12:17 AM
HippoNipple HippoNipple is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
The only way to achieve that in a game like EQ is to discard the concept of zero-sum item loot.

One item per kill, selectable only from the set of droppable items equipped by the victim at the time of death and wearable by the killer's race/class/deity. Upon looting, generate a NODROP, NORENT copy of the chosen item for the killer, with the additional condition that it disappears on death (preventing players from circumventing the NORENT property by saving the item on a corpse).

The original item must also be flagged in some fashion so that it can be "looted" only once, in order to make it impossible to farm several copies of desirable items by repeatedly killing the owner of the originals.

Of course these mechanics would require special case code and DB modification that might not be feasible, or even possible, given how rigid EQEmu is.
That is all reward with no consequence to the player dying. You would literally have raiders from a guild killing each other before a raid to duplicate items. It would take away from any risk. I think looting items the players are wearing is too much for this player base. I'm pretty set on being able to loot 1 item from inventory/bags that are not no drop and I can't really see any downside to this.
  #144  
Old 11-13-2013, 12:35 AM
Technique Technique is offline
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Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
You would literally have raiders from a guild killing each other before a raid to duplicate items.
Not possible, it's a teams server, remember?

Although I agree there'd be no real consequence for the victim as far as the item loot aspect of death goes. But I see no other way to allow for it and still meet sirken's requirement of making it "fun".
  #145  
Old 11-13-2013, 03:28 AM
Fawqueue Fawqueue is offline
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Quote:
Originally Posted by Noselacri [You must be logged in to view images. Log in or Register.]
On Rallos, the consequence of itemloot was that many people refused to PvP, and the rest PvPed naked on druids and wizards or bagged their gear the instant they got attacked instead of trying to fight back, choosing to die without losing anything rather than fight and risk losing an item they might have worked for weeks to get. Almost everybody was hesitant to PvP "properly" until no-drop gear became widely available. Itemloot has always been violently anti-PvP, and anyone who thinks it encourages PvP or makes for more exciting fights is an idiot who has never tried it.

There's a reason only one server had itemloot and later removed it, and no noteworthy MMORPG has ever touched it with a ten foot pole since. There's a reason RZ was the PvP server known for its huge anti-PK movement that like half the server adhered to. Itemloot worked back in the UO days because that game's itemization was completely different and the gameplay didn't revolve 100% around the acquisition of items that you needed in order to play the game at all. That was an entirely different game where losing your gear didn't make most people feel strongly compelled to quit playing. It has always been a complete disaster on EQ, both on live and on the emus that have tried to employ it since.

If T99 has itemloot, it is 100% guaranteed to be a dead server after a month. It's not even up to discussion, it's a fact that nobody has ever presented any kind of reasonable argument against. Polls will be skewed because the people who use these forums are disproportionally of the fucktard forum warrior orientation who think praising itemloot makes them look brave and hardcore, the kind of mongoloids who have been leaving a trail of shit all the way from VZTZ (which, incidentally, exploded in popularity when they got rid of itemloot, turning it from a server with like 50 players into one with hundreds.)
Exactly the experience I was looking to hear about. I figured it didn't really get better as you leveled and began to care more about your gear. If they implement only looting non-equippables found in your bags or something minor, I don't see it being a big issue. But if they do full-fledged RZ style loot I think this scientific experiment is going to come to the conclusion that the fastest way to kill a new server is to implement item loot.
  #146  
Old 11-13-2013, 03:52 AM
Danien Danien is offline
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This is pretty much a death sentence to contention of endgame mobs, at least up until velious where you truly can get 100% no drop gear. No guilds are going to engage in a fight where they only have a 25% chance of winning if they're going to lose gear while doing so, even if it's just a lesser item worth ~1k.
  #147  
Old 11-13-2013, 07:54 AM
Clark Clark is offline
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Quote:
Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]

Good Team:

Red Ranger
Pink Ranger
Zordon
Ernie

Neut Team:
Black Ranger
Yellow Ranger
Blue Ranger
Alpha 5

Evil Team:
Green Ranger
White Ranger
Rita
Zedd



Nevermind, wrong game
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  #148  
Old 11-13-2013, 10:43 AM
Thelemonsong Thelemonsong is offline
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I loved Rallos. It provided the only truly immersive experience I've ever felt in an MMORPG.

It created an air of paranoia I haven't seen replecated anywhere else - which resulted in a very tight knit community. You were forever looking over your shoulder, convinced a ganker lay behind every corner, hidden behind every tree. No other server created this sense of fear. PVP with actual consequence. Yes, that consequence reduced the overall number of battles - but it also made the few battles there were a lot more meaningful.

Sirken has made clear the system won't be an item loot style similar to that of Rallos, just one where a kill will be rewarded somehow.

What happens on Red99 most of the time there's a kill? A 1 hour global OOC pissing contest begins as both parties seem to feel the need to posture to each other - and seem to think the rest of the server must witness their battle of childish insults. It's not a great advert for the server.

Introducing teams and rewards may help reduce the toxicity of the community (at least in part..... at least surely to your own teammates?!?!) and give incentive for people to play even if they aren't in the top (only) raiding guild. It's a good idea.
  #149  
Old 11-13-2013, 10:48 AM
Agatha Agatha is offline
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all of you suck, the white ranger is the best.

That is all.
  #150  
Old 11-13-2013, 10:53 AM
Smedy Smedy is offline
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