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  #111  
Old 11-18-2013, 04:53 PM
nilbog nilbog is offline
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Originally Posted by Hughman [You must be logged in to view images. Log in or Register.]
You could make it so items under a certain plat value aren't factored in, or maybe no stackable items.
Unfortunately, there are strange issues with item worth. The original devs weren't concerned with this.

i.e. a fire opal is worth more than a Skull Shaped Barbute.
  #112  
Old 11-18-2013, 04:55 PM
Hughman Hughman is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Unfortunately, there are strange issues with item worth. The original devs weren't concerned with this.

i.e. a fire opal is worth more than a Skull Shaped Barbute.
I just meant in a sense that a bone chip or a fish scale, etc wouldn't be factored in at all. A fire opal crappy as it may be is still better than either of those.

Another thing you could try would be magic items only.
Last edited by Hughman; 11-18-2013 at 04:59 PM..
  #113  
Old 11-18-2013, 05:00 PM
Lowlife Lowlife is offline
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With a randomized system in which (for instance) worn items are 50% more likely to be selected for loot than bagged items, one can still bag that fungi tunic or fbss to increase the odds of keeping it yet there is still a chance it'll get looted. But it isn't like free form item loot where someone it taking your fungi 100% of the time if you didn't bag it. Combine this with item linking in the YT and the removal of all no drop tags.
  #114  
Old 11-18-2013, 05:02 PM
nilbog nilbog is offline
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Originally Posted by DrScience [You must be logged in to view images. Log in or Register.]
Ok, can you explain your reasoning behind bagged items? As someone who played on Rallos since launch in 1999 as a top random PKer, I can't understand why someone would want to disallow people from bagging gear?

The most obvious enormous disadvantage is again for melee. Casters (especially porting casters) can bind at a bank and keep their valuables safe, while a melee class would have to carry their gear on them at all times or leave it in the bank. Then if they decide "hey this is my day I'm bringing out my fbss!" they then need to run around the world with an entourage or face the obvious chance of losing it.
So you're a warrior and have a fantastic fight with someone who begins shadowstepping, bagging all their gear. By the time you kill them, they have nothing to loot.

Trying to consider some of the problems with Rallos Zek. In this era, possibly including macro-ing the bagging process.
  #115  
Old 11-18-2013, 05:06 PM
Lowlife Lowlife is offline
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In your system I'll carry 2 bags in the at-risk slots to carry food, water, etc and leave the rest of the slots empty for bagging that is actually easier than bagging. The end result is a mild inconvenience of less inventory space (bluebies will hate that btw) and I can only secure like 6 main items. I.E. my MR ears, wrists, and rings or whatever. I'm still bagging shit. it still rewards being a nude caster. And it makes general gameplay a pain in the ass via loss of bag space.
  #116  
Old 11-18-2013, 05:13 PM
nilbog nilbog is offline
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Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
including macro-ing the bagging process.
This is my biggest problem with it. Normal players being at a disadvantage on top of not knowing how to pvp as well as everyone else.


I'm not trying to promote any one system.. just considering the possibilities and problems of all of them. TBH, I like the original RZ system because it's the one I played with.
  #117  
Old 11-18-2013, 05:16 PM
Lowlife Lowlife is offline
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thats why all inventory slots must be lootable, with equip (or maybe equippable?) items being at a higher risk than bagged items, but bagged items are not excluded from looting. It slightly rewards bagging but it also allows one to play fully equipped with less risk of having your one critical piece of gear (i.e. an FBSS or something) from being taken unless you bag it every time. however this entails randomization.
  #118  
Old 11-18-2013, 05:26 PM
Lowlife Lowlife is offline
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Quote:
Originally Posted by DrScience [You must be logged in to view images. Log in or Register.]
If I were you, I'd be a lot more concerned with ideas/features that push players to join zerg guilds. I don't think there is anything more destructive to an EQ PVP server than that.

That being said, I think allowing people to loot bagged items is pushing people towards zerg mentality. I'll take you back to the melee player example, you simply cannot survive alone on a server as a melee if at any given moment any item you have on you is at risk. What do you do? Well you join the biggest guild you can find that has multiple porters and is able to take over a zone and be a security blanket for you.


Now, if you allow people to bag items, that melee can survive on his own. He isn't beholden to a certain group of players to provide safety. He can keep the items he finds most valuable safely tucked in his bags and use them when he deems the risk/reward of using them to be positive. He can now join a guild of his 5 close friends that might not even have a porting class and explore Norrath. He doesn't have to worry about what happens when someone comes to PVP and the rest of his group gates because they don't want to lose their items, etc.
^ kind of a stretch. observe what occurred on a server with zero item loot. no bagging does not = nihilum. bagging does not likewise encourage people to play melees.

full loot capability deters many from playing a melee regardless, and that system deters the crowd we are attempting to court (i.e. non-pvpers, casuals, and the like) whereas randomized loot w/ YT ADDS to enjoyment of an item loot mechanic, while REDUCING rage, required bagging experience/macroing, and reluctance to play a melee.
  #119  
Old 11-18-2013, 05:36 PM
Aenor Aenor is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
-4 level range
I hated the level range when I played briefly on RZ after playing on Vallon Zek for its first two years. I'm sure Sirken will agree, 4 levels is softcore. Vallon/Tallon had more PvP than any other server because there weren't vast areas where you would never see an enemy like Sullon, and the level spread was twice what it was on RZ. I've said elsewhere, please consider making it 6 levels. Experience has shown us 8 levels is to wide a spread and 4 levels is too narrow. Please consider splitting the difference, or at the very least make it 5 levels.
  #120  
Old 11-18-2013, 05:38 PM
a_gnoll_pup a_gnoll_pup is offline
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What about instead of having the items filtered by location and price, instead calculate the 'worth' of items based on stats:

AC + str + sta + int + wis + dex + agi + cha + (hp / 2) + (mana / 2) = pvp raw ranking

+= 10 for proc effects.

Top 20 items by worth get displayed.

NO-DROP items can be looted. Exclusions to specific items such as all primary/secondary weapons, potentially epic pieces?
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