#211
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In reality, there aren’t really any of those people. Theirs not some huge group of people sitting around just waiting for P99 to take manastones out of the game in order to join the server. The server is just fine. We have close to 2k pop a lot of the time across both servers. You can have your opinion but stop acting like you just have some altruistic intention in mind to help all these people play P99 | |||
#212
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Also does anyone think this guy types a LOT like DSM? Lol
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#213
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Here's what I said: "Here's a wishlist". And no, "cd288", I'm not "acting", I do have an altruistic intention, mainly to get younger generations interested in the great aspects of old EQ. And time-limited items for one is the opposite of that. But e.g. leaving them as is for all to enjoy throughout the lifetime of a server might actually very well attract a few more players, get them to stick around longer, or even spread the word of the fun to be had. The same goes for trading as long as the majority of players are in just one specific timezone. The option of e.g. AFK-trading as well in the tunnel wouldn't ruin everything that's "classic". That's just a desperate attempt of an argument, as no one can really define what "classic" actually is, as it's very much an individual thing. It doesn't have a set in stone definition, so you don't get to decide what's exactly "classic" and what's not, "cd288". It's about the game and the servers, not about some overused silly term that doesn't define anything in actuality. As in if the game closed down for an entire day back in '99, it wouldn't be true "classic" if that didn't also happen in 2022. It doesn't work like that, it's a new day and it's a new game, so throwing around that imaginary "classic" term gets us nowhere. But now we're at it, there's definitely more that could be added to the list of catering to new and younger players, to get them interested in the niche genre that is the great aspects of old EQ. One example could be removing both the race and class exp. penalties entirely from the "timeline". Another could be to add "Trivial loot code" for a good deal of lower level nameds, so that lower level players actually have the chance of "getting lucky" with a drop now and then, instead of seeing anything worthwhile being camped 24/7 by level 60 players, who could earn more plat per hour by just grinding anyway. And I'm sure there's a lot of other options that could be discussed as well to benefit the servers a great deal in the long run. You, for one, are clearly not willing to do that, and that's fine, but stop throwing straw man arguments my way if you've got nothing actual to contribute with anyway. Quote:
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– Calmethar.
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#214
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TLDR for the second quote above: Said in the context of the population would be larger if we got rid of time limited items either by removing them or making them drop forever. Seems like you definitely said what I said you did huh? | |||
#215
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Here's what I wrote: Quote:
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And here's where "cd288" goes completely haywire. This quote from "cd288" below here was specifically what I was directly quoting and adressing while I stated Quote:
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"cd288", dragging things completely out of context since '99. Or were you even born there. Enough with the children's games, troll. Find someone elses posts to blatantly harash.
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– Calmethar.
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#216
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It wasn't until after the Teal and Green merge, and the month prior to the nerf, at which point the situation you're describing occurred. I did all of those list camps prior to the merge. Quote:
In addition, next launch, mobs will have an 8-16 hour window, instead of just 8 hours, which will change this dynamic greatly. Quote:
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Last edited by PabloEdvardo; 09-28-2022 at 04:21 PM..
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#217
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue server, you can improve the wiki to earn a "welcome package" of up to 2k+ platinum! Message me for details. | ||||
#218
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Edit: In general, I agree with the sentiments in this thread that something needs to be done about p99 raiding and content progression. Again and again we've been told that this isn't about creating a 1:1 forensic reproduction of classic everquest, but that some non-classic changes are because they want the game to give the classic experience when playing. Meaning, they want it to feel like you're playing in 1999 again. I did NToV on Live across two servers, two "uber" guilds, and both of them did not pull the dragons. We would move them slightly within their lairs or pull them maybe down a hallway, but we weren't doing entrance pulls and kiteouts and trains. Rooting the dragons actually does bring the experience closer to what it was like on live. This is one example of how they've used non-classic changes to produce a classic experience. So I also believe they need to strongly reconsider things like having multiple servers or raid content spawn rates or instancing. The number and intensity of raid guilds on these servers is unlike the majority of the experiences that players had on live. On live each server had raiding guilds which stuck to "their lane", and because new content was always coming out (new expansions, progression) rather than guilds competing for the top content, they progressed their members along the content and geared them up along the way. Once a player was geared through previous content in one guild, they would often leave and join the next guild up. We see this a little bit in p99 with how guilds will be doing fear/hate in kunark while other guilds are chasing kunark dragons and VP, but once velious is reached and progression ends, the natural stratification of the guilds goes away completely. In addition, p99 is extremely top-heavy when left to one server. Since 2-3 guilds on p99 all end up targeting the same "tier" of content, yet the spawn rates of the monsters is unaffected (and arguably even worse due to variances), players end up with a non-classic experience when it comes to loot availability. If on a Live server you only had maybe 100-150 players in an uber guild needing to be equipped on their mains, on p99 players often have 2 or more raiding level characters they regularly use, meaning with multiple guilds you might have 600-800 characters competing for the same drop availability. Unlike Live when a guild would get every single spawn of specific bosses until they chose to progress past it, with competition on p99 guilds often get only a percentage of those kills. All of this compounds into extremely low average loot availability for most players, and because progression dies at Velious, the top guilds never stop wanting Velious loot, and continue to farm it for years for their new members and alts, meaning other guilds are actually still actively prevented from progressing naturally to those bosses like they were in classic and kunark. tl;dr is that more non-classic changes could do a lot to restore the classic raid experience on p99 instead of this completely non-classic competitive system with a fraction of the loot available per member ideas like: get rid of variance, quadruple the spawn rate, add automated random weekly quakes, allow guild+character based instancing with lockouts, increase the number of items dropped per table, have multiple servers running the same timeline so you only have one uber guild per server, etc. what we have today is NOT a classic experience, and this comes from someone who did progression raiding on live across multiple guilds, on two servers, and who also raided Green with a top guild, doing all the content | |||
Last edited by PabloEdvardo; 09-28-2022 at 04:57 PM..
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#219
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No, I don't.
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– Calmethar.
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#220
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Simple lockout timers, not even instanced, would by itself make for a much more enjoyable experience for everyone, as the respawn rate could even be instant then.
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– Calmethar.
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