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  #51  
Old 02-16-2014, 02:19 AM
krazyGlue krazyGlue is offline
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Quote:
Originally Posted by Giovanni [You must be logged in to view images. Log in or Register.]
Exp rate being too fast isn't what turns people off from the server.

Finally making it to the raid game and then realizing that there is no way to compete against the unemployed killing every raid mob on the server within a 3 hour window between 8am-11am on a Thursday so they can RMT the loots back to you while Maximillian posts your cellphone number to the M4MMMM section on Craiglist is what kills the server.
This hit the nail on the head . When you have 1 guild that farms the same content for 2+ years controls every single raid mob in a 3 hour window . There is no point to log in . It's either quit or join them . Only a very select brave few stick around to fight the good fight . Change the rules .
Make the server a multiple guild server .
Stop the 1 guild from farming Pixels just to bank and rmt them . And you will see the server grow and see old players start to log back on . Prime example .
Rd had 70 for gotnair they failed . Due to a
"Sketchy " zone crash .. Nihilum kills it once again to bank the pixels
Rd Has yet to see more then 30 since then
  #52  
Old 02-16-2014, 02:21 AM
Potus Potus is offline
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Quote:
Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
So the solution is to continue stuffing the top end, burning people out when they get there and causing them to quit because they have no real attachment to their character with only a handful of days played to reach 52+?
Do you have any evidence to support this? Most post 52 complaints involve Nihilum, how imbalanced PVP is, and how they monopolize mobs. That is why people give up.

Quote:
Reduced rate = scaling bonus + group xp bonus (one of the ideas I suggested in the post)? Pretty sure that's not reduced.
That's a reduction to people who solo, which is the main source of exp now on the server. I don't see how switching to this method is going to bring people in.

I'm not trying to be contrarian or combative with you, I just don't understand how this helps the server instead of hurting people who still want to play here. The exp rate (currently) as I understand it now is very helpful to people who solo.
  #53  
Old 02-16-2014, 02:24 AM
dreama1 dreama1 is offline
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Eq/EQ2 has never ever attracted the majority of their playerbase to pvp because the players who play on here tend to be more hardcore & no lifers. People don't have time to compete with that. That's a problem inherent of any pvp server though, it attracts the wrong type of people in the first place.
  #54  
Old 02-16-2014, 02:29 AM
Derubael Derubael is offline
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The problem with not being able to find groups is exacerbated by the XP modifier (which, as reminder, is currently at 300% + scaling bonus).

Example:

Day 1: Lvl 1 shaman rolls

Day 2: Lvl 1 warrior rolls, shaman is lvl 10

Day 3: lvl 1 wizard rolls, warrior is lvl 10, shaman is lvl 20

These people will never group, unless one of the people who rolled after day 1 puts in a significant amount of play time to catch up. And if there was more than a day between their creations, forget it, because if they all play at a consistent rate, no one will ever catch up.

With a much lower modifier:

Day 1: lvl 1 shaman rolls

Day 2: lvl 1 warrior rolls, shaman is level 4

Day 3: lvl 1 wizard rolls, warrior is level 4, shaman is level 7

Day 4: Wizard is lvl 4, warrior is lvl 6 (he didn't play as much) shaman is level 9

These people are almost guaranteed to be within a grouping level range of each other, if not right off the bat, then very soon, because it gets harder to level.

The insane XP modifier literally prevents grouping, because even if everyone leveled at the same pace, unless they rolled on the same day the chances of them grouping up at any point is next to nothing. Even accounting for variable play times/effort, there will almost always be a disparity between levels because of how easy it is to get XP. And if you're a warrior, you might as well /q and roll a wizard, because you can't play here at all.
  #55  
Old 02-16-2014, 02:35 AM
dreama1 dreama1 is offline
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Quote:
Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
The problem with not being able to find groups is exacerbated by the XP modifier (which, as reminder, is currently at 300% + scaling bonus).

Example:

Day 1: Lvl 1 shaman rolls

Day 2: Lvl 1 warrior rolls, shaman is lvl 10

Day 3: lvl 1 wizard rolls, warrior is lvl 10, shaman is lvl 20

These people will never group, unless one of the people who rolled after day 1 puts in a significant amount of play time to catch up. And if there was more than a day between their creations, forget it, because if they all play at a consistent rate, no one will ever catch up.

With a much lower modifier:

Day 1: lvl 1 shaman rolls

Day 2: lvl 1 warrior rolls, shaman is level 4

Day 3: lvl 1 wizard rolls, warrior is level 4, shaman is level 7

Day 4: Wizard is lvl 4, warrior is lvl 6 (he didn't play as much) shaman is level 9

These people are almost guaranteed to be within a grouping level range of each other, if not right off the bat, then very soon, because it gets harder to level.

The insane XP modifier literally prevents grouping, because even if everyone leveled at the same pace, unless they rolled on the same day the chances of them grouping up at any point is next to nothing. Even accounting for variable play times/effort, there will almost always be a disparity between levels because of how easy it is to get XP. And if you're a warrior, you might as well /q and roll a wizard, because you can't play here at all.
The problem I have with this is that you are assuming there are the other 2 players.. which I don't think is a fair assumption, based on my experience (and from what i've read from other people on here).
  #56  
Old 02-16-2014, 02:37 AM
Derubael Derubael is offline
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Quote:
Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
Do you have any evidence to support this?
That people quit post 52 because they burn out (whether because of Nihilum cockblock or Nihilum pixel farm)? Yes. You stated as much in your post! Clearly getting people to these levels faster is not the solution. If they arrived at the top end more slowly, forming more connections and rivalries along the way, there would be more motivation to stick around even in the face of a toxic high end scene (see blue).

This is a snowball effect that resonates and gathers momentum as it goes along.


Quote:
Originally Posted by Potus
That's a reduction to people who solo, which is the main source of exp now on the server. I don't see how switching to this method is going to bring people in.

I'm not trying to be contrarian or combative with you, I just don't understand how this helps the server instead of hurting people who still want to play here. The exp rate (currently) as I understand it now is very helpful to people who solo.
Except it's not a reduction, it's still a bonus. A reduction would be less XP per mob than you get on blue. Is it a reduction from what we have now? Yes, because right now you're getting almost 400% xp per mob for most of your levels.

And I understand you're not being combative, no worries.
  #57  
Old 02-16-2014, 02:39 AM
Derubael Derubael is offline
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Quote:
Originally Posted by dreama1 [You must be logged in to view images. Log in or Register.]
The problem I have with this is that you are assuming there are the other 2 players.. which I don't think is a fair assumption, based on my experience (and from what i've read from other people on here).
New players roll on red 99 every. single. day!
  #58  
Old 02-16-2014, 02:39 AM
dreama1 dreama1 is offline
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Quote:
Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
That people quit post 52 because they burn out (whether because of Nihilum cockblock or Nihilum pixel farm)? Yes. You stated as much in your post! Clearly getting people to these levels faster is not the solution. If they arrived at the top end more slowly, forming more connections and rivalries along the way, there would be more motivation to stick around even in the face of a toxic high end scene (see blue).

This is a snowball effect that resonates and gathers momentum as it goes along.




Except it's not a reduction, it's still a bonus. A reduction would be less XP per mob than you get on blue. Is it a reduction from what we have now? Yes, because right now you're getting almost 400% xp per mob for most of your levels.

And I understand you're not being combative, no worries.
Well, if you just admitted the problem (nihilium cockblock or pixel farm), then why aren't you addressing that in some way rather than looking at other things?
  #59  
Old 02-16-2014, 02:42 AM
Derubael Derubael is offline
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Quote:
Originally Posted by dreama1 [You must be logged in to view images. Log in or Register.]
Well, if you just admitted the problem (nihilium cockblock or pixel farm), then why aren't you addressing that in some way rather than looking at other things?
Most people quit before they get to that point because there is no one in their level range. It's not fun for most people to solo your way to 52.

Also, do what? Shit's classic. We're not going to dictate when and where people can hit raid targets. But if people are more inclined to stick with their characters when they do hit 52 (because they have more time invested in their character, have met more people, and gotten more experience in PvP), the turnover rate at 52+ will significantly decrease.
  #60  
Old 02-16-2014, 02:44 AM
Fawqueue Fawqueue is offline
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Quote:
Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
Do you have any evidence to support this? Most post 52 complaints involve Nihilum, how imbalanced PVP is, and how they monopolize mobs. That is why people give up.
I'll submit my Red99 experience as evidence.

Rolled a ranger, leveled quickly up to 51 and was given a ton of gear by various friendly players. This included a Woodsman's Staff (from Nihilum) and a full set of Seb Scale armor.

Helped a buddy in Dalnir get his crescent, died on a goofy "it's the end of the night so lets try Overseer" attempt. Never logged back on, let all the gear rot. I literally couldn't have given two shits to even just make the run back to that corpse. I could have logged on after the fact and had a GM retrieve it...to this day I still don't care.

The biggest reason is that I leveled so quickly, mostly solo, that I just really didn't have any attachment to it. Without the investment of effort there is no investment in the rewards. So that being the case, I support Deru's post 100%.
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