Project 1999

Go Back   Project 1999 > Red Community > Red Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 11-17-2013, 07:46 PM
Retti_ Retti_ is offline
Banned


Join Date: Sep 2013
Posts: 1,298
Default

Quote:
Originally Posted by Not_Kazowi [You must be logged in to view images. Log in or Register.]
is there any estimate on when t99 comes out
[You must be logged in to view images. Log in or Register.]
  #2  
Old 11-17-2013, 10:13 PM
Alecta Alecta is offline
VIP / Contributor


Join Date: Apr 2013
Location: Red '99
Posts: 271
Default

Quote:
Originally Posted by Not_Kazowi [You must be logged in to view images. Log in or Register.]
is there any estimate on when t99 comes out
No.
  #3  
Old 11-17-2013, 11:59 PM
dogbarf dogbarf is offline
Aviak

dogbarf's Avatar

Join Date: Sep 2011
Posts: 84
Default

Quote:
Originally Posted by Leftoverture [You must be logged in to view images. Log in or Register.]
1. Snare has never lasted for 14 minutes on players on any server
Is this guy for real?
  #4  
Old 11-18-2013, 12:04 AM
Dullah Dullah is offline
Planar Protector

Dullah's Avatar

Join Date: Dec 2011
Posts: 2,241
Default

Quote:
Originally Posted by dogbarf [You must be logged in to view images. Log in or Register.]
Any plans to fix spell durations? Ensnare Lasts 18 seconds rather than 14 minutes.

I know a shit ton of melee fags on these forums probably think that is a good thing but If we are going to have classic resists we should try to have classic duration yes?

Casters are going to suck some serious balls with the nonclassic dmg nerf and nonclassic duration once kunark rolls around.
Classic resists with impairment spells means every tick (6 seconds) the spell does a resist check, and if you resist on any tick, the spell breaks. Might have only been that way with root, but no reason it shouldn't be that way for both. If snare works the way you suggest, good luck getting away from any rogue.

Side note: This is also how charms should work in pve, which is why charm was used so rarely unlike the silly system that exists on p99.

One other thing that should be removed is the 2% for spells to land. Theres nothing that suggests this existed prior to Luclin.
__________________
Last edited by Dullah; 11-18-2013 at 12:10 AM..
  #5  
Old 11-16-2013, 11:03 PM
Alecta Alecta is offline
VIP / Contributor


Join Date: Apr 2013
Location: Red '99
Posts: 271
Default

Kunark's out, guessing you mean Velious. Part of the reason for making things tweakable without patches is that these nerfs can be rolled back a bit when things swing too far in one direction or the other.

Anyway, the pvp snare duration is baked into the client, so it's outside of my skillset to fix it.
  #6  
Old 11-16-2013, 11:10 PM
dogbarf dogbarf is offline
Aviak

dogbarf's Avatar

Join Date: Sep 2011
Posts: 84
Default

Any chance on reducing mana cost of CC spells if cast on players? If Rapture for example lasts half as long as It should on players can we at least get the mana cost reduced when using it on non-npcs?
  #7  
Old 11-16-2013, 11:25 PM
Bazia Bazia is offline
Banned


Join Date: May 2011
Posts: 4,152
Default

alot of these people dont seem to be actively playing

guys dont shit up the thread asking for changes that are already made

fix elemental resists please, to start seeing good partials at 150 is not classic and requires anyone not in full VP gear retarded gear sacrifices (HP/Mana/STA/PR/etc) to accomplish.

When wizards are using draughts you know it isnt right

and now i will shut up a say thanks for all the great changes alecta
  #8  
Old 11-16-2013, 11:49 PM
SamwiseRed SamwiseRed is offline
Planar Protector

SamwiseRed's Avatar

Join Date: Dec 2011
Location: Tatooine
Posts: 10,186
Default

roots fixed. i still get bard snared tho. not sure about regular snare, noone's ever casted that on me in pvp.
__________________
Current Games:
Naw
  #9  
Old 11-17-2013, 12:44 AM
Cid Cid is offline
Kobold


Join Date: Sep 2012
Posts: 145
Default

I am not really sure how this is supposed to help the server. Yes, it will give melee a better chance to resist spells, but the people wearing raid gear will become even harder to cast on as well. Hell, with the massive increases to resistance at 100ish to the resists, people who now can stack up to 200+ resists can take a few pieces off to stack more hp.

A vast majority of this server are caster or priest classes and, besides some of the shamans, are terrible at meleeing and rely almost entirely on spells to do damage. This will help increase the longevity of casual players to an extent, but will make all casters less capable of defending themselves in a fight.
If you think lvl 52s are helpless against 60s now, just imagine that 60 with a 17% higher chance to resist.

I think the system you are suggesting is perfectly fine and would work amazingly well if implemented at launch on a server, but Red has existed for 2 years now with different systems for resists which resulted in a massive disparity in class populations. This is not Live! This is not Classic! We all know where everything drops and to avoid being Rangers. There's a fraction of the paladins there should be, and if not for Harmtouch there would likely be half the SKs or less. How many monks exist only because Tstaff was broken sooooo long? Or how many bards to use the bugged highsun?

None of us should be comparing Red to a memory 14 years old because memory is fallible and almost always wrong. What was done on Blahblah Zek server is not automatically going to work here, and could be detrimental in the end.

Red needs more people and if we all put forth even half the effort being spent on speculating about Teams99 then Red99 would probably be a lot more inviting and enjoyable.

We're too far gone for changing something this essential without it having unexpected consequences. Also, can we finally drop whole classic/non-classic thing? No one began EQ knowing where each item dropped, every strategy for raid events, all the best resist gear, and there definitely weren't multiple websites devoted solely to EQ. Knowing and having access to this information has changed how we play, who we play, and sometimes why we play.
If Red was close to 50% melee and 50% caster it would work better, but I believe the number of casters is closer to 70-80% of the population. 7 out of every 10 losing dmg and dps, then the last 3 out of 10 only get better from it.

If there are 20 repetitions of the same item loot B.S. and that server isn't coming out for maybe a year, can you just imagine how much this collective of rational and level-headed scholars will love this when they realize it makes a VP geared character much, much harder to kill. It might even become impossible to casters who could win before.

P.S. I kept dozing off typing this, so, sorry if parts sound like I am a madman.
__________________

Cidisius - 60 Shaman (Max Alchemy)
Neefin - 60 Druid
Yawgmoth - 60 Necromancer (184 Research)
Colt - 56 Magician (184 Research)
Hannibal - 55 Monk
Urza - 53 Wizard (175 Research)
Dealer - 47 Enchanter (250 Jewelcrafting, 165 Research)
  #10  
Old 11-17-2013, 12:47 AM
Bazia Bazia is offline
Banned


Join Date: May 2011
Posts: 4,152
Default

thats the problem retard the only people who can get appropriate resist now are the people fully decked in endgame resist gear

make the shit classic so i dont have to eat draughts just because im not in full vp/trak/other shit
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 07:09 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.