#71
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http://wiki.project1999.com/Non-Classic_Compendium But what you'll notice to all those is that there's a pattern. Sure there's the super rare "developer fiat" change like OOT having the wrong (or arguably right) east/west axis, but otherwise they only make things unclassic if they absolutely have to, for technical or CSR reasons. And that makes perfect sense: we don't have the same client as live, and we don't have a paid team of GMs/Guides like live had, so of course that's going to mean some differences from live. But again, aside from the things like that the server is almost 100% classic. So while you're technically right with: Quote:
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue server, you can improve the wiki to earn a "welcome package" of up to 2k+ platinum! Message me for details. | ||||
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#72
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#73
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Hey what about pre-nerf legacy items?
Are we going to see patch histories on green99 like this do you think? Like balancing changes on the scimitar of the mistwalker for example? When it first dropped, the MW pet was a real pet... just with a low number of hit points. You could /pet back off before he got killed and hang onto him. Then you could buff him up, etc. Guilds with a number of rangers/druids were passing around the MW until everyone had a buffed up level 45 dog pet prior to attacking big mobs. Since the MW pet can hit for 100-140 (if I remember right) and has double attack, that is a decent pet army for people who didn't normally have pets to be bringing into a fight. Then the pet was changed so that he attacks for 1 round and then dies. I think he also has 1 hit point as well, and they restricted HP buffs so that they can't be cast on a target with less than 20 hit points. Finally, the proc rate was lowered, then raised, then lowered again... It definately doesn't proc very often anymore, at least in druidic hands. Would reaaaaaaally like to see something get killed with a dog army. | ||
Last edited by Jibartik; 05-20-2019 at 08:02 PM..
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#74
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Another good example and question I have is will the Caster Class not have a damage cap for however many days/weeks/months before sony added one cus of this? https://wiki.project1999.com/Rod_of_Annihilation
There were so many exploits that would be awesome to see get taken advantage of for short periods of time for nerds on green but I also understand if that's insane. | ||
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#75
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Im sure there are heaps more of mechanics that change, spawn behaviors of NPCs, etc.. are we going to see those patches on green99? Tick mechanics on dots? Doing full damage on creatures you are kiting for months or so after launch? IIRC the dev's didnt even know kiting would be a thing when they made this game, it took a while before that change went into effect. There must be so many, I remember on Rallos Zek, it was 2? 3? months 6? that you could do full damage with spells on other players, until they nerfed it to 60% (obviously not something anyone would need to be concered with on green, unless we wanted classic dueling heh) Im just curious what level of hard core nerdyness nilgbog is up to these days in his computer tower. | |||
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#76
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#77
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Anyway, super interested to play on the new server full of neckbeards camping items like they're mining bitcoins or whatever | |||
Last edited by fortior; 05-21-2019 at 04:06 AM..
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#78
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and it's a good idea. i sure like to gamble by moving my mouse in rhythmic patterns while hitting keys in different rhythmic patterns in my spare time, and p99 is a good vehicle for that. unfortunately, everquest was supposed to be like, a roleplaying game? so it's not a very good casino from a casino-operating standpoint. on p99, the main problem is that different people like to gamble in different ways, and all the different games have to take place in the same space. so the poker players have to compete with the slots players for that common space, and strangely enough, the gaggle of ludomaniacs just can't agree to stop playing their game of choice so someone else can play theirs. if the poker players and slots players can't coexist and they can't agree to share the common space, then the obvious solution is to set up a section with poker tables and a section with slot machines. Green is the obvious poker tables section. it'll be so short that most adults simply will not have enough playtime to experience "everquest as it was", even to the extent they did back in classic. but the poker players will lap that up. the finite timeline only makes it more competitive and hence more appealing. meanwhile, everyone else can continue to happily frolick on Blue. sure the competitive players will also play on Blue, but even they have only so much time. even if everyone doesn't live happily ever after, they'll at least live slightly happier. similarly for the economic effects on legacy items and other ~aspirational content~, my experience is that people want legacy items. bigly. they want manastones. regardless of whether or not they already own one, though, they also don't want manastones to drop. worse, as vets keep burning out and leaving, the number of manastones on Blue to be acquired goes to zero. rolling characters into Blue unabridged is the perfect solution to that problem. competitive players will lock down those camps with organized teams on Green in any event. and if competitive nerds are going to lock down time-limited drops no matter what, why not make it do some good by rolling characters over fully geared so we can get some more manastones and lockets going for the common adventurer who doesn't have half a million sitting around? no reason at all. a maximally competitive Green is the best possible thing that could happen for both Green and Blue, and a maximally competitive Green is a Green where the gear rolls into Blue. [You must be logged in to view images. Log in or Register.]
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#79
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Despite the idea that the legacy items will be camped and price manipulated to stay expensive forever, supply go up -> price go down. This always works.
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#80
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