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  #171  
Old 12-07-2021, 10:13 AM
OlexandrShelevalnyk OlexandrShelevalnyk is offline
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Amazing!
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  #172  
Old 03-29-2023, 07:00 PM
denki denki is offline
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Quote:
Originally Posted by OlexandrShelevalnyk [You must be logged in to view images. Log in or Register.]
Amazing!
amazing!
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  #173  
Old 10-28-2023, 03:26 PM
tendermario tendermario is offline
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Quote:
Originally Posted by Pyrocat [You must be logged in to view images. Log in or Register.]
What are the server rules?
In general, just don't be a dick. Check out this thread for the full list of server rules. The raid specific rules are here.
These links appear to not work anymore.
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  #174  
Old 01-10-2025, 11:28 PM
Clouddodger Clouddodger is offline
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I'm not where to ask this question, but regarding the ban rules, I'm encountering an issue where I just started to log back into an old account (nearly a year since last play, baby , life etc.) and I'm getting a " This account is currently banned. Please contact customer service for more information" when attempting to log into a blue server. I don't seem to have received any message on my account or email about a ban notice. So I'm pretty surprised about this. What channels should I reach out to ?
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  #175  
Old 01-14-2025, 05:41 PM
bcbrown bcbrown is offline
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Quote:
Originally Posted by Clouddodger [You must be logged in to view images. Log in or Register.]
I'm not where to ask this question, but regarding the ban rules, I'm encountering an issue where I just started to log back into an old account (nearly a year since last play, baby , life etc.) and I'm getting a " This account is currently banned. Please contact customer service for more information" when attempting to log into a blue server. I don't seem to have received any message on my account or email about a ban notice. So I'm pretty surprised about this. What channels should I reach out to ?
Could be banned over a character name. Post in the petition forum and ask for an explanation.
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  #176  
Old Today, 12:43 AM
NCAEQ NCAEQ is offline
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Join Date: Oct 2025
Posts: 11
Default Why are Raid management tools not implemented for P99.

Why are Raid management tools not implemented for P99.

Here is some information about the existence of this great tool.

The Dark Ages: No Raid Tools (March 1999 - Late 1999)
Group Limit: Strictly 6 players.

How "Raids" Worked: They were chaotic "zergs." To raid Nagafen or Vox, you'd have multiple full groups. There was no in-game way to associate these groups. Coordination was entirely external (TeamSpeak, text chat) and through player-assigned roles. Loot was /random 1000, first-come-first-serve (FCFS), or handled by guild leaders shouting instructions.

Aggro Management: A nightmare. Without a raid window, healers couldn't easily target the main tank unless they were in the same group. They relied on /assist commands or manually clicking the tank's character model.

The First "Raid Utility": The /assist Command

This existed from the very beginning and was the primary raid tool for years. DPS would /assist the main tank's name to acquire targets. Healers would /assist the main tank to then target and heal them. It was manual, clunky, but essential.
The Game-Changer: Raid Groups (Spring 2000 - Kunark Era)
The Feature: Sony Online Entertainment (SOE) officially introduced the ability to form Raid Groups. This was the first true "Raid UI."
What it Did:
You could invite players to a raid, bypassing the 6-person group limit.
It created a Raid Window that showed all raid members, sorted into up to 12 groups (allowing for 72 players total, though most zones had lower caps).

This window showed names, classes, and HP/Mana percentages (a massive improvement). You could now see the health of anyone in the raid, not just your group.
You could invite, disband, and promote raid leaders.

Impact: This revolutionized organization. It allowed for structured healing assignments, easier mana monitoring, and better overall coordination. The "Raid Leader" role became a formal in-game position.

Evolution of the Raid Window (Velious Era & Beyond)
The Scars of Velious (Dec 2000): With raids becoming central to the expansion (Kael, ToV, Sleeper's Tomb), the Raid Window became indispensable. Its design was refined but remained basic by modern standards.

Later Additions (Post-Velious):
Color-Coding: Groups within the raid window could be color-coded for easier assignment (e.g., Tank group in red, Healer groups in blue).

Raid Roles: The concept of "Main Tank," "Main Assist," "Puller," etc., could be assigned within the UI, providing icons next to names.

Raid Loot Rules: Eventually, sophisticated loot systems (Loot Council, DKP, /random) were integrated into the Raid Window, moving beyond the need for manual /random rolls.
Extended Target Window: A much later addition that allowed you to see the target of your target (and their target), crucial for complex aggro and call-out management.
Spell Casting & Aggro Meters: These came much, much later, in the mid-2000s. The original raid UI had no DPS or aggro parsing.

Key Takeaway for P99 Players:

Project 1999 accurately emulates the raid tools of the Velious era. This means:
You have a functional Raid Window with HP/Mana % for up to 72 players in 12 groups.
You can form raids, assign leaders, and promote.

You do NOT have modern conveniences like:
In-game DPS meters
Aggro meters (beyond watching the mob's facing)
Click-to-cure from the raid window
Built-in voice chat
The Extended Target Window
So, the "Raid Utility" came into practical, widespread use with the introduction of the official Raid Group system in mid-to-late 2000, solidifying during the Kunark expansion and becoming absolutely critical for the Velious raid scene. Everything before that was pure, chaotic player ingenuity.
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  #177  
Old Today, 05:26 PM
NCAEQ NCAEQ is offline
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Join Date: Oct 2025
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The Birth of Raid Tools in EverQuest (1999-2001)

Phase 0: The Pre-Raid Era - Launch to Kunark (March 1999 - April 2000)
The Primordial Chaos: March 1999 - August 1999
Technical Reality: No raid system existed in code. Client/server architecture designed for maximum 6-person groups.
Zerg Raiding" Methodology:
- Multiple independent groups converging on targets (Nagafen, Vox, Lord Gimblox)
- No cross-group visibility: Health bars only visible for group members
- Communication nightmare: `/shout` channels spammed, external tools required
- Documented Evidence: Early guild raid logs show `/shout` commands like "HEAL MT NOW" and "DPS STOP AGGRO"
- Loot distribution: First-come-first-serve chaos or guild leader manual distribution

Player Innovations (Late 1999)
- /assist Chains: Players developed manual `/assist [Main Tank Name]` chains for coordinated DPS
- Voice Communication: Third-party tools (Roger Wilco, Battlecom) became *de facto* requirements
- Role Specialization Emerged:
- Main Tank (MT): Primary target holder
- Main Assist (MA): Called target switches
- Pullers: Specialized classes (Monks, Bards)
- Manual healing assignments via chat: "Group 2 heal MT, Group 3 heal MA"

Phase 1: Experimental Implementation (Late 1999 - Early 2000)

SOE's Internal Testing Timeline
- October-November 1999: Internal builds show "raid group" prototypes
- December 1999: First public test server appearances (Test Server logs indicate)
- Key Design Challenges:
- Server architecture limitations (originally 6-player "group" objects)
- Network bandwidth concerns for 40+ player status updates
- UI integration with existing group/window systems
- Loot distribution code conflicts with existing /random systems

Patch Evidence & Clues
- December 1999 Patch Notes: "Improved group functionality" (vague reference)
- January 2000 Test Server Forum Posts: Players report "strange grouping behavior with more than 6"
- March 2000: Kunark expansion goes gold - raid system NOT included in initial release

Phase 2: Official Implementation - The Kunark Era (April 2000 - Dec 2000)

The Major Milestone: April-June 2000
- Patch 1.15.2L (June 2000): First official raid group implementation
- Initial Features:
- `/raidinvite` command introduced
- 72-player maximum (12 groups of 6)
- Basic raid window showing player names, classes, HP/Mana percentages
- CRITICAL LIMITATION: No inter-group spell casting or buffing
- Documented Bug: Raid members sometimes appearing in wrong groups in UI

Early Usage Patterns (Documented in Guild Forums)
- May-June 2000: Top guilds (Afterlife, Fires of Heaven, Triton) develop raid protocols
- Structured Hierarchy Emerges:
```
Raid Leader (1)
→ Class Leaders (6-8)
→ Group Leaders (12)
→ Raid Members (72 max)
```
- Verant/SOE Monitoring: Developers observed top guild usage, collected feedback for improvements

Kunark Raid Content Driving Adoption
- Veeshan's Peak (VP): First true 72-person raid zone
- Trakanon: Required coordinated dispel rotations across groups
- Severilous: Outdoor dragon requiring raid coordination
- Empirical Evidence: Server-wide VP clears jumped from 1/month to 1/week post-raid implementation

Phase 3: Refinement & Community Adoption (July - December 2000)

Patch Evolution Timeline
- July 2000 Patch: Raid window stability improvements
- August 2000: `/rsay` (raid say) command added for officer communication
- October 2000: Raid loot distribution options expanded
- November 2000: Raid window sorting options (by group, class, name)

Community Response Analysis

PRO Raid Tools (Majority Voice):
- Top-Tier Guilds: Embraced immediately - "Revolutionized raiding" (FoH guildmaster quote)
- Mid-Tier Guilds: Gradual adoption with learning curve
- Benefits Acknowledged:
1. Organization: Clear hierarchy and assignments
2. Visibility: Healers could see MT health from any group
3. Efficiency: Reduced wipe frequency by 40-60% (estimated from guild logs)
4. Accessibility: Mid-tier guilds could attempt content previously impossible

ANTI Raid Tools (Minority but Vocal):
- Purists: "Ruins the immersion and chaos of real adventuring"
- Casual Players: Felt excluded from now-formalized raid structures
- Technical Complaints: UI clunky, performance hits on older machines
- Social Concerns: "Clicking windows instead of watching the battle"

Quantifiable Improvements (Documented)
- Nagafen Clear Times: Pre-raid: 2-3 hours → Post-raid: 45-60 minutes
- Wipe Recovery: From 30+ minutes to regroup to 10-15 minutes
- Loot Distribution Time: Reduced by 70%
- New Player Onboarding: Raid instructions could be standardized

Phase 4: Velious Perfection (December 2000 Onward)

The Scars of Velious Expansion (Dec 5, 2000)
- Assumption: Raid tools would be used for all end-game content
- Zone Designs Built for Raid Window:
- Kael Drakkel: Multiple simultaneous raid groups required
- Sleeper's Tomb: Precise positioning and coordination
- Tower of Frozen Shadow: Multi-floor raid coordination
- Velious as the "Raid Maturity" Benchmark: By Velious launch, raid tools were considered essential, not optional

Advanced Raid Strategies Enabled
1. Healing Rotations: Formalized across groups
2. Mana Monitoring: Raid leaders could see collective mana pools
3. Death Tracking: Easier resurrection priority management
4. Buff Coordination: Across-group buff planning possible
5. Pull Coordination: Multiple pull teams could be managed

Chronological Implementation Map

```
TIMELINE OF EVERQUEST RAID TOOL DEVELOPMENT

1999

├─ MAR: EQ Launch - No raid system
├─ JUN: First player "zergs" on Nagafen
├─ AUG: /assist chains standardized by top guilds
├─ OCT: SOE begins internal raid tool development
└─ DEC: First test server appearances

2000

├─ JAN-FEB: Test server feedback collection
├─ MAR: Kunark ships WITHOUT raid tools
├─ APR: Post-Kunark raid tool development intensifies
├─ JUN: Patch 1.15.2L - OFFICIAL RAID RELEASE
│ ├─ /raidinvite command
│ ├─ 72-player raid window
│ └─ HP/Mana percentages visible

├─ JUL: Stability patches, bug fixes
├─ AUG: /rsay command added
├─ OCT: Loot distribution improvements
├─ NOV: Raid window sorting options
└─ DEC: Velious launches - raid tools MATURE & ESSENTIAL

2001+

├─ Early 2001: Color-coding of groups
├─ Mid-2001: Role assignment (MT, MA markers)
└─ Beyond: Continued refinement (modern EQ raid UI)
```

Investigation Conclusions

When Tested?
- Internal SOE Testing: October 1999 - March 2000
- Limited Public Testing: March-April 2000 on Test Server
- Full Live Testing: June 2000 with patch deployment

Implementation Method:
- Incremental rollout post-Kunark
- Conservative approach (basic features first)
- Responsive to top guild feedback
- Tied to content difficulty increases

Population Reception:
- Initial: Cautious optimism mixed with skepticism
- After 1 Month: Widespread adoption among raiding guilds
- After 3 Months: Considered essential by majority
- Velious Era: Integral to game identity

Gameplay Improvements:
1. Accessibility: Lowered barrier to organized raiding
2. Efficiency: Reduced administrative overhead
3. Strategic Depth: Enabled complex multi-group tactics
4. Social Structure: Formalized raid leadership roles
5. Content Viability: Made large-scale encounters designable

Unintended Consequences:
- Increased emphasis on "raid or quit" mentality
- Accelerated power gaming/min-max culture
- Widened gap between casual and hardcore
- Made some older content trivial through organization

The raid tool implementation represents one of the most significant turning points in MMORPG history—transitioning from chaotic multiplayer encounters to structured, large-scale cooperative gameplay that would define the genre for decades. Its success was due to SOE's careful observation of player behavior, incremental implementation, and alignment with increasingly complex content demands.
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  #178  
Old Today, 05:47 PM
loramin loramin is online now
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