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  #91  
Old 10-29-2018, 05:05 AM
dcrag dcrag is offline
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Also i'm fairly sure instances require a completely different server and would cost a fair bit more.
  #92  
Old 10-29-2018, 05:41 AM
Hibbs Hibbs is offline
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Quote:
Originally Posted by Bisonzabi [You must be logged in to view images. Log in or Register.]
Map based on proportion. I truly don't understand why these zones are so god damn huge when they really shouldn't be. I get this feeling that during development, these were some of the very first overland zones they made before they realize they're idiotically huge before they made overland zones 3x smaller throughout the rest. If it were up to me, I would cut down their size to the same size as places like Commonlands and Desert of Ro ect, make it so the textures look a lot crisper compared to Commonlands, place a city/town south of Qeynos which would be Highborne (from EQOA's lore as a small Erudite town) and have it connect directly to South Karana through a mountain pass or something. West Antonica always needed dire love[You must be logged in to view images. Log in or Register.]

This comment is horrible -10/10
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  #93  
Old 10-30-2018, 03:10 PM
Shanst Shanst is offline
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Or just give us luclin and breath some life back to the server.
  #94  
Old 10-31-2018, 09:45 AM
Kika Maslyaka Kika Maslyaka is offline
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Quote:
Originally Posted by Bisonzabi [You must be logged in to view images. Log in or Register.]

Map based on proportion. I truly don't understand why these zones are so god damn huge when they really shouldn't be. I get this feeling that during development, these were some of the very first overland zones they made before they realize they're idiotically huge before they made overland zones 3x smaller throughout the rest. If it were up to me, I would cut down their size to the same size as places like Commonlands and Desert of Ro ect, make it so the textures look a lot crisper compared to Commonlands, place a city/town south of Qeynos which would be Highborne (from EQOA's lore as a small Erudite town) and have it connect directly to South Karana through a mountain pass or something. West Antonica always needed dire love
[You must be logged in to view images. Log in or Register.]
There is actually really good reason for this. It has t do with mob population density and zone geography. When you are in a foggy forest, very hilly area, or a dungeon with lots of twists and turns, it easier to hide a mob spawn behind every corner. ( I bet than Blackburrow has more mobs than West Karana.)
However, when you are in wide open area that SUPPOSE TO BE WIDE OPEN AREA - having mobs standing 5 feet away from each other will look ridiculous - you have to spread them out to make things look realistic. If any of the plains of Karana would be size of Lesser Faydark, while NOT being a foggy forest, then by standing in the middle of it you could see the zone from one end to another with every single mob in sight. And that would be just plain stupid.
So yes, large open area outdoor zones HAVE TO BE MUCH LARGER, in order to spread mobs out more, to make it look real. Plains being a bit empty and lacking some decent geographic features is another thing - that has to do with early zone makers not being very experienced - Kunark outdoor zones were clear upgrades in that regard.
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  #95  
Old 10-31-2018, 10:44 AM
Kika Maslyaka Kika Maslyaka is offline
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Originally Posted by dcrag [You must be logged in to view images. Log in or Register.]
Any type of instances would need to be treated very lightly, everything would need to be no drop / 20-25% lesser in stats or something.

You wanna see the content? ok sure, but it's not going to be the same value as open world with competition.
Doesn't have to be an instance. The problem with most EQ dungeons is that level span is too large (sometimes up to 15 levels!). So instead of doing dungeon run in a classical DnD sense from start to finish, you only fight in until your group level and then sit on the same 4 rooms for next 5 hours. I always found this dumb. I like approach of WoW dungeon more - dungeon level varies 1-2 lev max, so group can actually go from start to final boss without hitting a hard level wall. Again - does't need to instanced.
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Aren't you suppose to be banned?

[Zuranthium;1453395]
The people who invented the first space ships were brilliant. That doesn't mean anybody should actually want to use them 200 years later. Ideas are limited by means of execution. Everquest has amazing ideas that need to be completely reworked in their execution, in order for classic Everquest as it was envisioned to actually exist and continue to be relevant as things have evolved.
  #96  
Old 10-31-2018, 10:51 AM
Kika Maslyaka Kika Maslyaka is offline
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Quote:
Originally Posted by Bisonzabi [You must be logged in to view images. Log in or Register.]
EQ2 didn't have sets and bonuses until around EoF in 2006 I believe. And even then they were so small and not horrendously huge. I stopped playing by 2014 but by then set bonuses stopped being utilized almost entirely.
They did had them before EoC, but EoC is when they were crazy. I remember Emerald Halls were a total frustration in regards to loot, because all gear was 1 class only, and EQ2 had 24 freaken classes. So we are good guild from Qeynos with practically no char from Freeport side, and basically no evils at all, and we get drops for necro, assassin and SK - awesome - 100% loot rot! I stopped playing around that time. (then dumbing down crafting system what was REALLY killed EQ2 for me - I loved it so much)
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[Rogean;750468]
Aren't you suppose to be banned?

[Zuranthium;1453395]
The people who invented the first space ships were brilliant. That doesn't mean anybody should actually want to use them 200 years later. Ideas are limited by means of execution. Everquest has amazing ideas that need to be completely reworked in their execution, in order for classic Everquest as it was envisioned to actually exist and continue to be relevant as things have evolved.
  #97  
Old 01-09-2019, 04:59 PM
dannysgamble dannysgamble is offline
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Originally Posted by Metham [You must be logged in to view images. Log in or Register.]
New class armor quests that require turns of all the matching planar peices
This humble post needs to be quoted. I wish there was a server with the population of P99 that was ambitious enough to entertain custom content with the objective of keeping the classic feeling and encouraging people to experience ALL the zones from these two early expansions. In my personal opinion, the best way to do this is through expanding the quests available to players in ways that expose them to lore and give them some kind of marginal upgrades to existing classic items that make the effort worthwhile.

I think it would be brilliant to put in some quests for the planar armor sets where you have to talk to a NPC, they reference your POF or POH armor and say they've heard of a smith who can correct some flaws. For instance, the 9 int and 0 wisdom on a Vermiculated druid helms .... in exchange for going to some obscure areas and collecting some lore, no drop items, they'll take that helm and re-forge it into a "Rectified Vermiculated Helm" with wisdom instead of intellect. Every class has useless planar armor drops that could be made into something meaningful through this style of quest, and I really wish they had done this on live as a part of the velious revamp.

Custom Content isn't necessarily about making more end game stuff or making people more powerful in total, it's just about creating some more meaningful experiences and possibly addressing some of the unique issues with eternal legacy servers, which I'll reference below.

It's not terribly hard to farm Velious armor, and Velious armor and Velious armor absolutely is better than planar armor, making POF/POH gear fairly irrelevant from a gearing perspective.

Obviously, they'd have to ensure that stat itemization doesn't turn the upgraded quested gear into BIS because you don't want this content to be the end game objective but more of a filler than people can do as a follow up to an existing raid tier(where they get the base piece) and the next one they'd logically do. Tuning it so that key stats are just under equivalent Thurgadin armor pieces would make sense.

I'm going to throw this out there too:

Quote:
Originally Posted by Tricket [You must be logged in to view images. Log in or Register.]
This server needs a serious MONEY SINK.
What's that? A way for currency to EXIT the economy. ATM its just tinkerer's bag that takes 5k chunks out of players hands, and maybe some professions that take some more. Other than that money just cycles between players until you have guilds with millions of plat and players charging hundreds of thousands for certain items.
Implement some kind of aesthetic bonus for a steep price (i.e. purchase a sick animation glow or something that lasts a limited time) and give incentive for players to spend money to NPCs.
This will help the economy which desperately needs aid. Nothing that gives stat advantage though. Purely aesthetic. Or you will have further power imbalance for the long-term players.
These two concepts could absolutely exist together and I'd even say we need more than just a money sink but an item sink. These POF/POH items are consumed when they're upgraded, and costing a few thousand PP per piece in addition to the collected items for the quest just makes sense.

But whats to say that you couldn't also do something with the tradeable class armor like Deepwater or Blood Ember ... which has gotten so cheap you'll see it sold to vendors. Having a quest that would upgrade these items and add a very small number of meaningful stats (Say 2 sta, 2 wis to some paladin boots ) that costs some platinum and creates a no-drop item is a double bonus if the goal of this server is to have a classic economy experience as it unfloods an excess of high end gear on the market, pulls some Platinum out of the market, and gives someone the opportunity to complete an entertaining and interesting quest which results in a very marginal upgrade that's not going to upset balance. Right now, if you get normal drops, they just don't sell for very much ... but high end items like RBG/Fungi etc still sell for 50k + You'd have to get and sell 166 deepwater helms to buy a fungi tunic, that's not classic based on my experience on live.

Lastly, you have the trade-able "Pre-nerf" items that go for massive amounts of money and are basically unobtainable for any new people coming to the server. People will say that's how classic was, but economically, I'd say that due to the massive amount of accrued money it's a little different. I've seen Holgresh elder beads auctioned for 400,000pp. I'm not saying that they shouldn't be crazy expensive but you certainly could add a quest for someone to turn in a current holgresh elder beads, add some other quest items and something more reasonable like 50k to 100kpp and create a no-trade pre-nerf elder beads for that person.

This all feels positive to me. It can make the game more interesting, provide players with new things to do that may encourage adventuring to some more obscure/lesser used areas, and improve the overall economy of the server.

Those are my thoughts :-)

Danny-
  #98  
Old 01-09-2019, 05:41 PM
Champion_Standing Champion_Standing is offline
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I would like a dedicated zone in which characters can set themselves up as merchants and sell their wares. We could call it, the bazaar.
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  #99  
Old 01-09-2019, 05:51 PM
maskedmelon maskedmelon is offline
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Quote:
Originally Posted by Champion_Standing [You must be logged in to view images. Log in or Register.]
I would like a dedicated zone in which characters can set themselves up as merchants and sell their wares. We could call it, the bazaar.
i wood supporrt this so long as le "bazaar" was strictly nott sir chepple.







chubble?

Sir Schubbles?



ehehehejehe
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  #100  
Old 01-09-2019, 05:54 PM
White_knight White_knight is offline
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AAs

Beastlords

Custom zone for each level bracket

1-10
11-20
Etc

Also the idea for more mini raid zones sounds great - 2 to 3 group raid zones only

Epic raid mobs that take 200+ people to kill after a week long series of raids from guilds to complete a quest line. These epic raid mobs only spawn once a month. If killed the whole server gets a random bonus: Double xp for a week, Double drop rates, Double faction, a Simulated respawn.

A questline to upgrade epics to be better than ToV weapons and maybr add focus effects for casters - i.e mana prev 3 etc.

A few PvP zones added to blue that have 0 GM intervention but included in them will be amazing items so guilds will have to fight over them and can train/pvp etc as much as they want without GMs getting involved.

Shawl 8 add

New sets of crafted armor and weapons
Last edited by White_knight; 01-09-2019 at 06:13 PM..
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