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  #61  
Old 03-19-2014, 10:15 AM
Azure Azure is offline
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Bump thx for the love GMs.

I don't log in because of IRL issues. Has little to do with this box and even this community. If I was happy IRL I would log in and be happy in Norrath 2. Keep on trucking.
  #62  
Old 03-19-2014, 10:33 AM
Silent Silent is offline
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Quote:
Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]
but we are always reading
HAVE MY BABIES, also float over to red tonight sometime. I will put in an official petition either way if any other GMs are around, just need a minor surname removal! I can't seem to stay on long enough except maybe raid times to find someone.
  #63  
Old 03-19-2014, 10:48 AM
Tradesonred Tradesonred is offline
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Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
easy solution, just give benefits to the lower-populated teams. i suggest +2 to each stat across the board for every 1% that a team is behind. ways to calculate this can get a little more complex with 3 teams, but it's easiest to just measure against the most populated team. (this means that the 2 lower-pop teams will have slightly more trouble fighting between each other, which promotes fighting against the zerg a bit more often)

Ex:
Team 1: 40% pop - 0 bonus
Team 2: 35% pop - +10 to all stats and resists bonus
Team 3: 25% pop - +30 to all stats and resists bonus

Now, wouldn't you choose team 3 if you held no allegiances? in reality, teams would never get this far apart, because any new players will simply roll on the less populated teams in order to reap the benefit of + stats.

Creative solutions. there is always a way....
If theres a will, theres a way though

If not alot of fucks are given you get... red99

Im trying hard not to rip on the staff just cuz, but come on guys, take the flak and learn from it
Last edited by Tradesonred; 03-19-2014 at 10:51 AM..
  #64  
Old 03-19-2014, 11:04 AM
Squire Squire is offline
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Racial teams ftw.

Combine elf and shortie team VS evil VS human teams.

Profit.
  #65  
Old 03-19-2014, 11:18 AM
Pudge Pudge is offline
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Quote:
Originally Posted by Drakaris [You must be logged in to view images. Log in or Register.]
Also the problem with having passive stat buffs that make 1 team more op than another is that people would just create pvp rogue alts and use them to instagib players even more easily + plug.

They wouldn't contribute to the alliance they are on and just use them to gank the alliance opposite to their own.

For example, I roll evil. Nuets are equal pop. Goods are a major underdog. I create a good alt rogue, I mq an epic with the help of my evil guild. I get the rogue to a pvp bracket suitable for griefing. I hang around Nuet exp hot spots with a rogue that has +30ish all stats. I disc kill the opponents (if I'm 60).

I become a class A griefer and allow my mains faction to continue gaining new players.



The buffs basically should be more subtle. Allowing them to get more tokens for pvp kills and random big ticket items will give the underdogs a chance to get gear without raiding. Plus they will have more pvp targets making kill tokens easier to get.
I am also pro-"IP lock" basically, once your IP is associated with a certain team, you cannot create/log in a char on another team using that IP or Mac address.

Also, just like sullon, we should only be able to make one char (per IP) to start. Then after like 6 months maybe we can roll alts, but only for our own teams
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  #66  
Old 03-19-2014, 11:33 AM
Sheriff Sheriff is offline
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Quote:
Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
I am also pro-"IP lock" basically, once your IP is associated with a certain team, you cannot create/log in a char on another team using that IP or Mac address.

Also, just like sullon, we should only be able to make one char (per IP) to start. Then after like 6 months maybe we can roll alts, but only for our own teams
This!
  #67  
Old 03-19-2014, 11:58 AM
Tradesonred Tradesonred is offline
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Quote:
Originally Posted by Drakaris [You must be logged in to view images. Log in or Register.]
The thing is with sullon zek, they tried to balance things by having pvp tokens to buy expendibles from apvp merchant, such as corpse summon potions.

You don't need to balance the teams with passive buffs alone, but you could balance it by offering more tokens per pvp kill for the underdog team and occasionally putting big ticket items on a random pvp merchant such as cof.

You could get sticks that had 10 charge harmony, or gift of nature, or even group dmf.

Plus you could increase the bard track amount to make sure all 3 teams had proficient trackers.

Just food for thought.
Thats why i think teams will fail, its alot of work

Red is a tenth harder to get right and theyre struggling

That or theyre intentionally nerfing the pop each time it gets around 200, which would be really harsh and careless about time investment people have put in here over the years
  #68  
Old 03-19-2014, 12:19 PM
mostbitter mostbitter is offline
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gross more teams talk why you guys gotta shit this place up with this nonsense? was enjoying this thread
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  #69  
Old 03-19-2014, 12:44 PM
Squire Squire is offline
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Quote:
Originally Posted by mostbitter [You must be logged in to view images. Log in or Register.]
gross more teams talk why you guys gotta shit this place up with this nonsense? was enjoying this thread
Because I, personally, do not think any number of changes (even an impossible implementation of a PERFECT group bonus, PERFECT resists, PERFECT implementation of ooc which all parties approve of) will draw a sizable increase of new players to red99.

all "toxicity" aside, red has had a very, VERY tumultuous history since day one. fuck, the saga of Holocaust still haunts it. The very same mudflation of years upon years of Kunark and uncontested gear farming present on both red and blue dissuades new blood from joining red moreso than blue, because as we see almost daily new players get really upset when they're farmed for YT by Fungi wearing SK and Monk alts and level 20-30 epic rogues.

We call them babies, but it is what it is, it makes them quit.

But, a new box, a semi-clean slate, with Guises, Manastones and a hard coded support base for new players will attract new blood.

Likewise, a troll post put it well in stating that blue was "same xp as red, more pop", which is sort of true. Currently, without anything to differentiate it from blue than /pvp on, many people will as soon as play blue. You need a gimmick in addition to PvP to attract people, be it item loot, teams, zone control, pvp points/tokens, anything other than insta-discord book turn in and coin loot. Hell, an actual leader board would be a start.
Last edited by Squire; 03-19-2014 at 12:48 PM..
  #70  
Old 03-19-2014, 12:51 PM
mostbitter mostbitter is offline
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Red has actually seen a few different waves of new players. The thing about that is that every time it gets good something drastic is done which leads to those new players leaving the box. If every time we had gotten the pop near 200 the box had been left alone, or the changes had improved conditions rather than be detrimental we would have a population likely in the 500+ range.

Instead we continue to receive changes that produce a mass exodus of players. This teams idea is just another of many examples of things that drove away players who had developed interest in the box and then lost it when it seemed that the drive to make this server succeed wasn't that strong.

Seeing a large percentage of the players drool about teams just tells the people playing here that those people will leave in a heartbeat if given another option. That hardly inspires loyalty to this server.
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