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  #1  
Old 07-22-2025, 01:09 PM
Findlyn Findlyn is offline
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If getting around the world to get in groups in a reasonable time, instead of* ...

really hate unable to edit when i miss something
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  #2  
Old 07-22-2025, 01:21 PM
zelld52 zelld52 is offline
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Originally Posted by Findlyn [You must be logged in to view images. Log in or Register.]
I think you truly don't understand why a lot of people play on Quarm. Most of us are...
FOUND THE FILTHY CASUAL!

But one of the problems with Luclin is that it introduced a bunch of new early-game zones, which thinned out the already thinning out server populations across a larger world. Old zones started feeling empty - and that trend just continued with each xPac to be introduced. Nobody was in Crushbone or Unrest, etc, anymore, because everyone went to Paludal.

Some xPacs like PoP or Gates of Discord, for instance, I really enjoyed. Those xPacs added mostly end-game content, and left the early game alone (for the most part). So it appealed to the people who had been playing on servers for years and wanted new challenges for their max-level toons.

Well, that and of course the ROUNDED HILLS EW
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  #3  
Old 07-22-2025, 02:58 PM
Jimjam Jimjam is offline
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Originally Posted by zelld52 [You must be logged in to view images. Log in or Register.]
FOUND THE FILTHY CASUAL!

But one of the problems with Luclin is that it introduced a bunch of new early-game zones, which thinned out the already thinning out server populations across a larger world. Old zones started feeling empty - and that trend just continued with each xPac to be introduced. Nobody was in Crushbone or Unrest, etc, anymore, because everyone went to Paludal.

Some xPacs like PoP or Gates of Discord, for instance, I really enjoyed. Those xPacs added mostly end-game content, and left the early game alone (for the most part). So it appealed to the people who had been playing on servers for years and wanted new challenges for their max-level toons.

Well, that and of course the ROUNDED HILLS EW
I think you’ve put the cart before the horse. Before Luclin dropped the newbie zones and suboptimal zones were already rather empty. Luclin was the cure, not the poison, it consolidated the disparate players into a single spot where they could act as a functional population.
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  #4  
Old 07-28-2025, 12:13 AM
Wakanda Wakanda is offline
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Originally Posted by zelld52 [You must be logged in to view images. Log in or Register.]
FOUND THE FILTHY CASUAL!

But one of the problems with Luclin is that it introduced a bunch of new early-game zones, which thinned out the already thinning out server populations across a larger world. Old zones started feeling empty - and that trend just continued with each xPac to be introduced. Nobody was in Crushbone or Unrest, etc, anymore, because everyone went to Paludal.
I loved Luclin, PoP an, Legacy of Ykesha and even LDoN when they happened 20+ years ago. Felt like great additions to the game. At the time we weren't caught up on nostalgia or "what is classic" and just wanted more content.

Discovered P99 a few years ago and loved it. So when Mischief launched I was also super excited about getting to experience Luclin and PoP again.

Luclin came out and for starters, Luclin models, even though I thought they were revolutionary at the time... aged terribly. I refused to use them on TLPs. Secondly, to mirror what you are saying, I came to the same conclusion. Once Luclin was out the entire game was Paludal Caverns > Marus Seru > (can't remember what came next) > Grieg's End. Everything about early EQ is completely irrelevant and gone.

I think this was the point the P99 Devs were making by stopping at Velious. Obviously. Just agreeing with the point you make about how Luclin completely kills the old world.

It's sad the early devs from WoW didn't learn about this, but I don't think they care. It's more profitable in their minds just to make a new expac, but meanwhile their playerbase has dwindled while 99% of their content is obsolete and untouched. Such a waste.
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  #5  
Old 07-30-2025, 10:10 AM
WarpathEQ WarpathEQ is offline
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Originally Posted by Wakanda [You must be logged in to view images. Log in or Register.]
I loved Luclin, PoP an, Legacy of Ykesha and even LDoN when they happened 20+ years ago. Felt like great additions to the game. At the time we weren't caught up on nostalgia or "what is classic" and just wanted more content.

Discovered P99 a few years ago and loved it. So when Mischief launched I was also super excited about getting to experience Luclin and PoP again.

Luclin came out and for starters, Luclin models, even though I thought they were revolutionary at the time... aged terribly. I refused to use them on TLPs. Secondly, to mirror what you are saying, I came to the same conclusion. Once Luclin was out the entire game was Paludal Caverns > Marus Seru > (can't remember what came next) > Grieg's End. Everything about early EQ is completely irrelevant and gone.

I think this was the point the P99 Devs were making by stopping at Velious. Obviously. Just agreeing with the point you make about how Luclin completely kills the old world.

It's sad the early devs from WoW didn't learn about this, but I don't think they care. It's more profitable in their minds just to make a new expac, but meanwhile their playerbase has dwindled while 99% of their content is obsolete and untouched. Such a waste.
This would have also been on the backdrop of WoW and EQ2 being developed around the time these expansions were being pushed out so I would imagine that it was viewed as a benefit to obsolete a portion of the world and concentrate the mass of player base to the new areas to maintain that massive MMO feel in the face of competition.
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  #6  
Old 07-22-2025, 02:17 PM
cd288 cd288 is offline
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Oh wow I just read that PQ is capped at 1,200 players via it's agreement with Daybreak? That's wild
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  #7  
Old 07-22-2025, 02:35 PM
Reiwa Reiwa is offline
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Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
Oh wow I just read that PQ is capped at 1,200 players via it's agreement with Daybreak? That's wild
I think that has the opposite effect. People will go harder knowing there's a limit.
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  #8  
Old 07-22-2025, 02:51 PM
zelld52 zelld52 is offline
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Originally Posted by Reiwa [You must be logged in to view images. Log in or Register.]
I think that has the opposite effect. People will go harder knowing there's a limit.
My friend used to own a restaurant in Los Angeles. He would pay people to stand in line to generate interest in the restaurant. It worked like gangbusters.
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"From this day to the ending of the world,
But we in it shall be remember’d;
We few, we happy few, we band of brothers;
For he to-day that sheds his blood with me
Shall be my brother..."
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  #9  
Old 07-23-2025, 02:24 PM
cd288 cd288 is offline
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Originally Posted by Reiwa [You must be logged in to view images. Log in or Register.]
I think that has the opposite effect. People will go harder knowing there's a limit.
Think you're missing my point. Why would I want to play on a server if I'm going to be limited in logging in because of a player count cap. Think the cap will only serve over time to reduce PQ population to consistently below the cap...that's obviously the goal and intent of Daybreak in imposing it.
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  #10  
Old 07-23-2025, 02:43 PM
WarpathEQ WarpathEQ is offline
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Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
Think you're missing my point. Why would I want to play on a server if I'm going to be limited in logging in because of a player count cap. Think the cap will only serve over time to reduce PQ population to consistently below the cap...that's obviously the goal and intent of Daybreak in imposing it.
Presumably its just a cap on the number of people active on the server at any given time, which 1200 would be pretty healthy and probably in line with how they size live servers.

It is pretty ironic though to have the potential for forced scarcity in a project made almost specificly to eliminate scarcity of anything in the game entirely.
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