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  #1  
Old 10-28-2011, 04:21 PM
veto veto is offline
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ya thats not even on, but no you missed it
  #2  
Old 10-28-2011, 05:08 PM
Lazortag Lazortag is offline
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My in-game name is Wolfram (on the red server; 35 Bard) and I tested resists quite a bit on him. Currently it seems that resists are not top-heavy enough for mezzes and snares, while non-CC spells like Fufil's Curtailing Chant (bard dot) are resisting as much if not more than CC spells. There needs to be a distinction between these types of spells in terms of which ones resist more. Most of my data/conclusions is here: http://www.project1999.org/forums/sh...ad.php?t=52223

If you browse these forums you'll see there's a fair bit of agreement on the need for a different, more classically accurate resist system. At the very LEAST a spell like snare should resist more than a non-CC spell. As of now this doesn't seem to be the case with my testing.

Also all of my testing was fairly recent, in case that wasn't clear.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
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Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
Last edited by Lazortag; 10-28-2011 at 05:11 PM..
  #3  
Old 10-28-2011, 05:32 PM
ChubbyBubbles ChubbyBubbles is offline
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In game : Fuzzycandy 27, shaman

Spell System - Generally Good / Bad? Any tweaks needed?
Finding the spell system to be good. Though i haven't been lvling alot so I have not tested all the lines of shammy spells.

Dynamic PVP System - Since it's been working now.. Good / Bad?
Love the idea. Did not like how it worked before. Has been working MUCH better recently. System allows for everyone in a fight to actually be involved, instead of fef immy healers n such =)

PvP Range
I would prefer a 5-6 pvp range instead of the scaling. Keeping it one level range across the board makes things a little bit easier in my opinion.

*Only problem I have so far to discuss is the overwriting of SoW from 'snare' effect spells. I don't remember if it was classic or if it is even an intended product of the resist system we have, but I do dislike it. Is it entirely impossible to have 'snare' effect spells on a different resist table than the other spells to compensate for movement spells like sow being overwritten?

Just my thoughts.
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  #4  
Old 10-28-2011, 05:32 PM
Null Null is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
My in-game name is Wolfram (on the red server; 35 Bard) and I tested resists quite a bit on him. Currently it seems that resists are not top-heavy enough for mezzes and snares, while non-CC spells like Fufil's Curtailing Chant (bard dot) are resisting as much if not more than CC spells. There needs to be a distinction between these types of spells in terms of which ones resist more. Most of my data/conclusions is here: http://www.project1999.org/forums/sh...ad.php?t=52223

If you browse these forums you'll see there's a fair bit of agreement on the need for a different, more classically accurate resist system. At the very LEAST a spell like snare should resist more than a non-CC spell. As of now this doesn't seem to be the case with my testing.

Also all of my testing was fairly recent, in case that wasn't clear.
I am pretty sure that it was your sample size, 10 casts isn't always going to reflect resist rate very well. I will be on later if you want to do it again with a larger sample size. I can assure you though that snare spells will -always- resist more an non-cc spells over time.
  #5  
Old 10-28-2011, 07:16 PM
rivalxl rivalxl is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
non-CC spells like Fufil's Curtailing Chant (bard dot) are resisting as much if not more than CC spells. There needs to be a distinction between these types of spells in terms of which ones resist more.
You also need to consider that Fufil's also has a built in resistance debuff. Even on live this made it slightly more difficult to land because of this. All spells that have two checks like a stun with damage have always been harder to land on targets. IIRC it was an all or nothing based system.
  #6  
Old 10-28-2011, 12:11 PM
Sprinkle Sprinkle is offline
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Spell System - Generally Good / Bad? Any tweaks needed?

Currently fine , although not classic and bias toward melee
i feel the pvp spell dmg global reduction is a very unfair choice


Dynamic PVP System - Since it's been working now.. Good / Bad?

worst idea ever , whoever thought of it has no experience with eq pvp at all
in the 1 scenario it will work it wont work in 10
get rid of it completely


PvP Range

4 levels up and down , with a CLEAR REPRESENTATION OF A PLAYER IN RANGE
whats that mean? if they are pvpable they should con EVEN
if below GREEN
if above RED

the current system is epicly gay ive nuked so many blues and reds only to see a protected message that just opens up my pvp range

then they can attack me and i cant hit them awesome idea


and as for mid november release , thanks for pushing it back over and over , try putting forth some effort and doing something on time if you give a date for once stick to it.

or just say winter release like other game companies so we dont look forward to it only to be disappointed
  #7  
Old 10-28-2011, 12:12 PM
Dojii Dojii is offline
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yo valith just wondering but do u have a feces fetish?
  #8  
Old 10-28-2011, 12:42 PM
Shinabaa Shinabaa is offline
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Lvl 3 necro Chinabat

There are 2 spell merchants in the necro guild that have the same spells i think 8-12 or 8-16, anyways there is no merchant with 1-4 spells.
  #9  
Old 10-28-2011, 01:09 PM
valithteezee valithteezee is offline
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I'm the scat man
  #10  
Old 10-28-2011, 01:07 PM
juicedsixfo juicedsixfo is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
I need a thread where there is a solid discussion with cliff notes on what needs to be addressed before the server goes live.



Any other general mechanic issues that need to be addressed.


Juice, Ogre Swamp Defender

What's the word/status/decision on city guard faction à la Rallos Zek/Sullon Zek: Home town guards assist in PvP if you have good faction, and you also lose faction for killing someone in their home area. It keeps being hinted at that it's in the works, just want to know if that's true or if it's been scrapped. Seems like it would be a big dynamic to change post launch.

edit: great work so far, definitely enjoying my time on beta and pumped for release.
Last edited by juicedsixfo; 10-28-2011 at 01:11 PM..
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