
09-25-2012, 05:35 PM
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Large Rat
Join Date: Sep 2012
Posts: 9
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includeing
Quote:
Originally Posted by Tr0llb0rn
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PvP already has its reward, its classic reward: control of the desired content, hence my refernce to dragon loot. There needs to be no other contrived and artificial "reward".
People are on the server, a quading CT went down last night. SOME people are not on the server, thats their choice. They choose a server where they can kill a quadding CT with just them and their 2 bros, all 3 boxing or whatever vs. a bugged/ez CT. No thanks.
Server has a low pop? Well yes. People are bored as hell of 9 months of just classic, they are waiting for Kunark.
As Nilbog said the other day, Server is great, it runs great and is in great shape.
Everyone, and now includeing me, is tired of trying to baby and coddle the wow-gen ezmode crybabies that got butthurt because they were denied the Dragon Loot. Just GTFO and never come back as far as im concerned.
There is nothing wrong with the server and to suggest there is, is an insult to the many years of work put into project99.
The problem is butthurt babies.
It boils down to: Classic legit red EQ is not for everyone.
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Quote:
Originally Posted by CrystalBlue
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Im sure they expect the same turnout average that they have had since Janurary and includeing as recent as LAST NIGHT.....
21
If 21 sounds too zergy for you then.......................... I dunno what to say.
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Quote:
Originally Posted by CrystalBlue
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As a very very longtime red EQ player and someone who is very active ingame on this server I would suggest the following:
EXP:
1. Keep the scaleing low level xp bonus to help out lowbies trying to get closer to 50
2. The flat rate serverwide xp bonus should go away, replaced with a scaleing grouping bonus. What keeps people playing the game is in-game relationships and friendships. You dont form those when you solo to max level. The xp bonus on the server should be in the form of grouping bonus ONLY. The larger the group, the bigger the bonus. Groups desperatly need this anyways, as by their nature they are less efficient for xp then solos or duos and FAR less convinient.
3. All class based xp malus (hybrid,monk,etc) should be SELF only, not shared with the group. Currently this malus is a big determent to grouping. Hybrids do have their advantages so keeping it self only is appropriate.
4. Keep the pvp xp loss on death. It serves many good functions, includeing forceing people to continue to xp and group up and "be out there" (outside of raids) in the world to regain some buffer xp from time to time. This is a good thing for the server's health.
YellowText/Leaderboard:
1. Yellowtext could be fun, but only without location given. Let the community decide if they want to devulge this info or not.
2. Leaderboard is a waste of dev resources and time for something very meaningless and easy to abuse. Dont waste a second on it. Our forums, our /ooc , and YT can be our leaderboards.
Resists:
1. I think they are fine and keep things interesting for all classes. If anything, throw the other type of CC spells (blind/stun/mez) under the same bus Null threw root/snare under. (i.e. easier to resist at higher MR). But if this is done, then make all debuff type spells do 50 percent more then they do in PvE, as was the case on the red servers circa velious. Please beware at how shockingly powerful well geared meele are already and how much more powerful they will become in the near and far future of the server. I think well geared meele are already very OP.
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Quote:
Originally Posted by Palemoon
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post patch, Ive sat around the waterfall waiting for Mammoth to spawn at 3am (per patch notes), and he never showed.
Next 2am rolls around, and I kill the bears around the waterfall area, poachers too, and then see if Mammoth shows up at 3am with the spawns cleared. He dosent show up.
Maybe I read the patch note wrong?
p.s. I always thought some of the mobs in the bear caves would go through spawn/despawn cycles, includeing Mammoth and his PHers. Is this the case? Can't say I've noticed anything depopping on their own yet.
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Quote:
Originally Posted by Palemoon
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Null had to of misunderstood what I ment by a wild bolts and range in this post then:
http://www.project1999.org/forums/sh...6&postcount=16
It never occurred to me that I needed to test if a bolt would follow the target behind a wall, through multiple doors,etc. I just took it for granted that since the bolt could be blocked by other targets (even the casters pet) then of course it could be blocked by geometry too. I am almost 100 percent certain a bolt in the air would be blocked by geometry but I will double check and post my findings to be sure.
Bolts have good mana to damage ratio because they can be blocked by PC's, NPCs, and (I am almost positive) geometry. Right now on this server they are superior to direct damage spells in all ways, includeing not needing LoS to cast on anyone in range. Mages are abuseing this bug currently on the server.
But I will double check this and let you know.
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