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View Poll Results: What would you definitely play if it were released ?
Luclin to be released on both Blue and Red 132 40.99%
Teams 99 (Race based pvp server) with classic timeline 55 17.08%
Blue 99 2.0 with classic timeline (no wipe, just new server) 115 35.71%
Other (please specify) 20 6.21%
Voters: 322. You may not vote on this poll

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  #41  
Old 03-22-2016, 11:59 PM
iruinedyourday iruinedyourday is offline
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this election is as pointless as the democratic primaries [You must be logged in to view images. Log in or Register.]
  #42  
Old 03-23-2016, 12:02 AM
Nydosa Nydosa is offline
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Yet another 'hypothetical custom content' post, but in a nutshell... I'd honestly love to see a take on polishing the content in the original 3 continents, done by people who are passionate about maintaining a classic ambiance.

1) Add a new layer of mystery and puzzles: Introduce a scattering of new quests at all levels on the original continents, from easy to brain-exploding difficulty. No hints, no guides.
2) Change the comfort-level: Introduce 'some' lore-fitting changes to zones or pockets in zones. Basically 2.0 of some classic zones, preferably targeting those that are horribly underpopulated or avoided. Rare mob cycles in more zones. Increased danger/risk/reward factors.
3) Polish unfinished, broken, or out-of-tune content from the ground up: Broken quests/items that are classic?, item balancing (especially classic vs kunark vs velious), newbie zone difficulty, sparse mob populations, spell fixes (levels, mana, usefulness).
4) Add in 'some' new top-level content: As many have said...scattered PoP raid zones, or perhaps some Luclin raid zones, attached to classic locations. Fit in with the classic lore.
5) Add in 'some' new bottom-level content: Beastlord could be heavily modified to be a 'useful' class as an option for freshness. Newbie quests, and new drops/mobs.



This doesn't mean things like the Frogloks taking over Grobb, but perhaps outdoor zones like the Karanas are given more rare-mob tables like Frontier Mountains? How about more NPCs wandering the wilderness seeking items, lost-ones, or picking fights? What about a classic-based "Ring" war, shawl, or Greenmist? Could some mundane outdoor zones be instanced to be used as raid zones [Lesser Faydark]? Why not explore the day/night cycle mob tables for more zones?


Another way to put it... pretend the creative energy for putting cats on the moon went into 'Let's add more depth to our already great world'. Really, we're playing the same old-world content nearly 2 decades later...couldn't some tasteful depth to that be an interesting dynamic to explore?
  #43  
Old 03-23-2016, 12:05 AM
Uuruk Uuruk is offline
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Quote:
Originally Posted by JayDee [You must be logged in to view images. Log in or Register.]
Teams is coming according to Sirken. It will be here some time in 2014.
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  #44  
Old 03-23-2016, 01:08 AM
Prismaticshop Prismaticshop is offline
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thanks for voting!!
  #45  
Old 03-23-2016, 01:12 AM
Evia Evia is offline
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Quote:
Originally Posted by Nydosa [You must be logged in to view images. Log in or Register.]
Yet another 'hypothetical custom content' post, but in a nutshell... I'd honestly love to see a take on polishing the content in the original 3 continents, done by people who are passionate about maintaining a classic ambiance.

1) Add a new layer of mystery and puzzles: Introduce a scattering of new quests at all levels on the original continents, from easy to brain-exploding difficulty. No hints, no guides.
2) Change the comfort-level: Introduce 'some' lore-fitting changes to zones or pockets in zones. Basically 2.0 of some classic zones, preferably targeting those that are horribly underpopulated or avoided. Rare mob cycles in more zones. Increased danger/risk/reward factors.
3) Polish unfinished, broken, or out-of-tune content from the ground up: Broken quests/items that are classic?, item balancing (especially classic vs kunark vs velious), newbie zone difficulty, sparse mob populations, spell fixes (levels, mana, usefulness).
4) Add in 'some' new top-level content: As many have said...scattered PoP raid zones, or perhaps some Luclin raid zones, attached to classic locations. Fit in with the classic lore.
5) Add in 'some' new bottom-level content: Beastlord could be heavily modified to be a 'useful' class as an option for freshness. Newbie quests, and new drops/mobs.



This doesn't mean things like the Frogloks taking over Grobb, but perhaps outdoor zones like the Karanas are given more rare-mob tables like Frontier Mountains? How about more NPCs wandering the wilderness seeking items, lost-ones, or picking fights? What about a classic-based "Ring" war, shawl, or Greenmist? Could some mundane outdoor zones be instanced to be used as raid zones [Lesser Faydark]? Why not explore the day/night cycle mob tables for more zones?


Another way to put it... pretend the creative energy for putting cats on the moon went into 'Let's add more depth to our already great world'. Really, we're playing the same old-world content nearly 2 decades later...couldn't some tasteful depth to that be an interesting dynamic to explore?
I like this guy's line of thinking
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  #46  
Old 03-23-2016, 01:53 AM
Sillyturtle Sillyturtle is offline
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I would like to see Green99 occur. Starts at classic and goes up to whatever expansion Rogean and the team want (presumably Velious) and after a couple years of having been at final content, get folded into Blue99, and Green99 starts over again.
  #47  
Old 03-23-2016, 02:56 AM
RTukka RTukka is offline
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I also really like Nydosa's ideas for custom content.

I understand that a lot of people really care about the "museum server" angle, but for me that's not a big part of the appeal of Project 1999. I like Classic EQ for the player interdependence, the relatively slow pace of combat and progression in general, the subdued particle effects and animations that make it easy to tell what's going on, the sandboxy mechanics, and so on.

Nostalgia is definitely also a component of the game's appeal, but the game doesn't have to be a completely faithful reproduction to successfully evoke nostalgic feelings.

And really, part of the classic experience of playing Live back in the day was anticipating future content, and not knowing exactly what was on the horizon... and the only way to recreate that particular experience now is with custom content.
  #48  
Old 03-23-2016, 05:59 AM
Azimon Azimon is offline
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Quote:
Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
I like this guy's line of thinking

I agree, in my eyes Luclin was a horrible expansion...Mobs in that expansion had way too much armor in the end game, and there was too much grinding for "special" weapons in order to raid. Aa's are cool, but alot of the "problems" in Velious could be fixed with items with abilities, especially for rangers and their bow issues before luclin.

I also hated the fact that travel became easy, as it is such an important part of the game.
  #49  
Old 03-23-2016, 06:12 AM
Azimon Azimon is offline
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Quote:
Originally Posted by Freezi [You must be logged in to view images. Log in or Register.]
/who all dial
/t druid port me

Very very crucial part of the Everquest experience.
Yeah, it is, SoW and Port is an important part of the economy. "Is it worth paying to port there since im short on funds?, should i pay for a SoW instead?"

Once you're max level and "rich", a port is "nothing" in terms of cost, but it's at that point still a great source of income for druids and wizzies
  #50  
Old 03-23-2016, 06:55 AM
NarcolepticLTD NarcolepticLTD is offline
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Quote:
Originally Posted by Azimon [You must be logged in to view images. Log in or Register.]
Yeah, it is, SoW and Port is an important part of the economy. "Is it worth paying to port there since im short on funds?, should i pay for a SoW instead?"

Once you're max level and "rich", a port is "nothing" in terms of cost, but it's at that point still a great source of income for druids and wizzies
Who actually pays for SoW? I sow everything even corpses for free, and never have a problem getting sow on my other toons.
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