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Old 09-25-2019, 02:21 PM
nilbog nilbog is offline
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Default Green Era Checklist

As the release of Green approaches, I've been checking rules applied to various prekunark content.

Starting with Kunark development, we have used a rule system to 'lock' items, spawns, merchant items, etc to eras. Eras are defined by months, essentially spanning march1999->december2001.

Before major content releases, I've occasionally asked for community collaboration and research to help with verification. Most* code and content should already be ruled and working as intended, but undoubtedly, we will miss something.

In a recent bug report, user Dolalin reported that the 'Going Postal' mail delivery quests were not implemented until May1999, months after initial release. These have now been corrected.

If not previously addressed, players do not know if rules exist for various quests, npcs, etc. Do you know of a similar quest that should be locked behind an era rule? Perhaps it is an item for a quest that didn't drop until the quest was later introduced. There is really no 'wrong' way to go about this, so feel free to inquire, and we will verify.

If you wish to assist in this endeavor, this thread will serve as a working list. I will monitor and verify replies, and hopefully discover and correct unknown/unruled cases.

Thanks!
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Old 09-25-2019, 02:30 PM
loramin loramin is offline
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I don't have any to suggest, but if it helps anyone else find them, the wiki's http://wiki.project1999.com/Patch_Notes page might be useful.
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  #3  
Old 09-25-2019, 02:31 PM
Fammaden Fammaden is offline
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Are most other old world quests in general going to be live from the beginning?
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Old 09-25-2019, 03:33 PM
Nirgon Nirgon is offline
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Remove advisor robe / mob / wolves from MM

No wizard staff should drop from phinny

This happened on red and prob a quick check/fix
  #5  
Old 09-25-2019, 03:37 PM
Nirgon Nirgon is offline
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Town front guards should be killable and not uber at launch

Some were just brutal period like the captain in front of neriak

But troll guards in front of Grobb and Freeport gate should be killable yet a bit more resistant than regular mobs their level.
  #6  
Old 09-25-2019, 03:56 PM
loramin loramin is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Town front guards should be killable and not uber at launch

Some were just brutal period like the captain in front of neriak

But troll guards in front of Grobb and Freeport gate should be killable yet a bit more resistant than regular mobs their level.
Quote:
Originally Posted by http://wiki.project1999.com/Patch_Notes#guard_upgrade_patch:
May 12, 2000

Newbie Guards
As we are sure many people are aware, there are guards that exist specifically for the purpose of giving new characters a place to run in order to be saved from a certain death. However, as many people have mentioned, these guards are frequently either dead, or engaged by players choosing to hunt them. This makes things very frustrating for newer players, and with the large influx of new players due to the release of EverQuest: The Ruins of Kunark, we decided that a change was warranted.

Though we do not have a problem with players choosing to hunt guards, the newbie guards themselves, specifically the ones at the gates of cities and in the vicinity of newbie zones, need to remain alive under most circumstances. To that end, we have buffed up these newbie-protecting guards, made them immune to magic, and given them some pretty good healing properties, in order to make them less attractive to people hunting them.

In addition, though we have left the guards inside cities as-is from the perspective of power, we've also found a problem with the respawn rate. Previously they were typically on a six-minute timer, making them spawn much faster than an equivalent NPC would in a dungeon. We have normalized the respawn time of guards inside cities to bring them in line with dungeon NPCs.
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Old 09-25-2019, 04:00 PM
Sunderfury Sunderfury is offline
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Were class specific armors in at launch? (Crafted, etc) and timeline rules in place for them? Found a mention on newsgroups about them being "newer" which were indicated they weren't available at launch, but didn't find a date of release. Found some mentions of August 1999 in other threads... too lazy to search patch notes :-/

Class Armor quests:
Quote:
11/1/99
I play a ranger, level 39. Long ago I tried to camp for Rubicite
legs, but a few of the more infamous kill stealers on my server pretty
much owned the Tae room at that time. Watching my group tank the Tae
for a high level druid or wizzie who steals the kill and the loot was
heartbreaking, so I left Cazic Thule in disgust.
Around level 35, my banded armor started to become inadequate for
tanking, so I returned to Cazic with the sick realization that I had
no choice. Of course, at this level, it's impossible to get a group
for the Tae room 1, so again I had no chance at Rubi legs.

"Fortunately" at this time the class-specific armor quests came out.
I managed to get bracers and a tunic for my ranger with relative ease.
Sure, it required assembling a level 35ish group (for the tunic), just
like that needed to get the Rubi tunic, but the camp was alot shorter,
with much less competition. I was delighted. The developers, I
thought, had FINALLY realized what it takes to make the game fun. For
instance, I have always felt that a groups level (rather than their
patience) should be the deciding factor in whether or not they can
take down a MOB and gain a particular piece of gear.
  #8  
Old 09-25-2019, 04:05 PM
Nirgon Nirgon is offline
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Loved looting the shields and necklaces left behind on the troll guards when druids killed them on my newb chars


Oh! Reminds me of another one - the kiting nerf shouldn't be in at launch
  #9  
Old 09-25-2019, 04:08 PM
Wenai Wenai is offline
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Quote:
Originally Posted by Sunderfury [You must be logged in to view images. Log in or Register.]
Were class specific armors in at launch? (Crafted, etc) and timeline rules in place for them? Found a mention on newsgroups about them being "newer" which were indicated they weren't available at launch, but didn't find a date of release. Found some mentions of August 1999 in other threads... too lazy to search patch notes :-/

Class Armor quests:
This is very well known and was properly implemented for the release of Blue. However, all of the quest items for these armor sets were available from day 1 for blue. So that would be worth confirming in the drop tables.
  #10  
Old 09-25-2019, 04:18 PM
Sunderfury Sunderfury is offline
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(EDIT: I do apologize, I know you asked for quests specifically, but this seemed like a good checklist to run down and give some indicators for changes since launch)

I do have a memory of a patch (which is not in the notes) about cutting the death penalty in half at some point after launch. This would mean EXP death penalty would be doubled for Green launch.

Best I found was a post from brad on changes since servers went live. Has some interesting tidbits to review for implementation dates / green rules:
12/7/99
Quote:
A repost of the Brad's comments here for your viewing pleasure. The original
thread is in the forums at www.everquest.com
--------------------------------------------------------

Several members of the EQ team, with some initial help from a player's
email, put the following document together listing both enhancements and
'nerfs' we've made to the game since launch. And while we probably forgot
some things, both negative and positive (please let us know and I'll update
the document), I think it puts in perspective the ratio of positive vs.
negative changes to the game we've made. I also feel it heartily
invalidates the assertion that we are out to make the game harder or to have
players advance slower overall, or that 'all we do is nerf'.
The following is broken down by class, and then addresses those changes made
that affect the whole game. Changes we feel are positive from just about any
perspective are denoted with a '+', and those some players might consider a
'nerf', but that we felt were important for the long term health of the
game, are denoted with a '-'.

(again, I'm sure we've forgotten some things, both '+' and '-'; please feel
free to comment and add items).

WIZARDS:
+ Added additional means by which to obtain Ice Comet
+ Made Researching much easier
+ Added more high level spells
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Enhanced AoE Spells to let Wizard effect more creatures
+ Added Plane Travel Spells
+ Enhanced Specific Wizard Stun Spells
+ Added AoE slow monster spell (c.f. Bonds of Force)

RANGERS:
+ Introduction of better average armor that is easier than most to get
+ Critical Bow hits
+ Many new quests requiring a tracker to find outdoor spawn
+ Made Ebony Blade group friendly
+ More variety of items obtained via the Forage skill
+ Increased defensive skill caps (parry, dodge)
+ Added innate resistance to fire and cold
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added additional Ranger Spells
+ Changed Some Spell Casting Skills to allow easier Skilling
(c.f. Dance of the Fireflies)

DRUIDS:
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ Many new quests requiring a tracker to find outdoor spawn
+ Increased druid's tracking ability
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Enhanced Pet/Charmed Animal Pathing
+ Enhanced Some Druid Anti-Movement Spells (c.f. Ensnare,
Grasping Roots, etc.)
+ Lowered the Casting Level of Some Druid Teleport Spells

PALADINS:
+ Added Archery
+ Added innate resistance to disease
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Increased stats of Armor of Ro items

SHADOWKNIGHTS:
+ Spell changes (added lifetap)
+ Made Harm Touch less resistible
+ Added innate resistance to poison and disease
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ Added more Class Specific Quests
+ Added more Class Specific Items
+/- Feign Death Changes - Better for Low Level Character, Better
for High Level once learning curve has passed
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Changes to Pet Appearances

CLERICS:
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
- Resurrect Changes (Players come back sick)
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Reduced the Casting Time of Some Spells (c.f. Word of
Healing/Health, Ward Series)

MONKS:
+/- Feign Death Changes - Better for Low Level Character, Better
for High Level once learning curve has passed
+ New tailoring armor
+ Added items that boost stats, etc.
+ Added innate resistance to fire
+ Added more Class Specific Quests
+ Added more Class Specific Items

NECROS:
- LifeTap/Dots changed
+ Some Lifetap Spells Made more mana efficient
- High Level (39+) Pets weakened
+ DOTs made more efficient
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Necromancer Pet Buff Spells Strengthened
+ Added Special Items to let Necromancers Summon Stronger Pets
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Lots of New Spells (c.f. Screaming Terror, Pact of Shadow,
Vampiric Curse, Bond of Death, Summon Corpse, etc.)
+ Enhanced Call of Bones Series
+ Enhanced Screaming Terror
- Added a Recast Time to Pact of Shadow
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Added New Looks to Necromancer Pets
- Removed Charm
+ Enhanced Pet Pathing
+ Reduced the Casting Time of Some Necromancer Spells
+ Made Research Easier & Fixed Broken Research
+ Added Quests to let Necromancers Quest (instead of Research) their pets
+ Enhanced Effectiveness of Some Spells (Shadow Vortex, Surge of
Enfeeblement, Ignite Bones, Dead Man Floating, etc.)

Magicians
+ New summon item spells
- High Level (39+) Pets weakened
+ Better mid+ level pets (they cast spells now)
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Magician Pet Buff Spells Strengthened
+ Enhanced Pet Pathing
+ Added Special Items to let Magicians Summon Stronger Pets
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Made Magician Research Easier - especially for their pets
+ Added Spell Effects to most Magician Summoned Items
+ Enhanced AoE Spells to let Magicians effect more creatures
+ Reduced Mana Cost of Damage Shields
+ Reduced Casting Time of Ward Series
+ Made the Malise Series Stack Better
+ Made the Burnout Series Better

BARDS:
+ Added stat and other bonuses to instruments
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Added Addition Effects to Some Bard Songs
+ Added New Bard Songs
+ Added Ability for Bards to Punch 'Magic Only' Creatures
+ Increased the Power of Some Bard Songs (c.f. Chant Series,
Fifil's, etc.)

WARRIORS:
+ Added critical melee hits
+ Later increased chance of critical hits
+ More Hit Points
+ Innate Magical Resistance
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Added Berserking

ROGUES:
+ Added Poison skill
+ Thrown Weapon Critical Hits
+ Minimum Backstab Damage Implemented
+ Minimum Backstab Damage Later Upped

+ Hide/Sneak Enhanced
+ Added innate resistance to poison
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Improvements to Poison Skill

ENCHANTERS:
+ Jewelry Trade
- High Level (39+) Pets weakened
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Made Tishan stack better and removed recasting time
+ Corrected Bug that let monsters attack you from far distances
through your pet
+ Made Certain Spells Harder to Resist (c.f. Invoke Fear)
+ Increased Durations of All Illusions
+ Made Research Easier
- Made Illusion Wolf OD Only
+ Added Mana Enchant Spells to Allow Item Enchantment
+ Made Enchanter Pets Look Different
+ Enhanced Certain Spells (curse of the simple mind, etc.
+ Added More Effects to High Level Illusion Spells
+ Better Pet Pathing

SHAMAN:
+ Added Shrink Spell
- Took too long to recognize Alchemy bug
- High Level (39+) Pets weakened
+ Added more Class Specific Quests
+ Added more Class Specific Items
+ Enhanced High Level (35+) Meditation
+ Made Malise stack better and removed recasting time
+ Better Pet Pathing
- DOTs changed negatively, making Kiting less efficient
+ DoT changed positively to enhance group play
+ DoT's Made Stronger
+ Corrected Bug that let monsters attack you from far distances
through your pet
- Removed Charm Spell
+ Increased the Duration of Buffs

ALL MELEE:
+ Purchasable Potions added, giving more versatility to melee
classes and adding a money sink to the game to help the economy


ALL CASTERS:
- Removal of Manastone
+ Made it such that you can see meditating (levels 35+)
+ Implemented Specialization

ALL:
+ HALVED experience loss death penalty
- Removal of weightless box spawn
+ Purchasable weightless box added
- Introduction of Frenzy code (after level 19)
+ New emotes and animations
+ New graphics for weapons
+ Populated Plane of Fear
+ Populated Plane of Hate
+ Populated Kedge Keep
+ Populated and added Temple of Solusek Ro
+ Increased range for evac and teleport spells
+ Added second boat between Freeport and Butcherblock
+ Added class specific quests for many classes
+ Increased treasure and experience gain rewards for many older quests
- Upgraded NPC AI such that if an NPC is stuck it can teleport
around obstacle
+ Added /follow command
+ Added adjustable clipping plane
+ Added /yell command
+ Added /friends list

+ Increased frequency and complexity of dynamic quests and events
+ Added ability to rearrange spells in spellbook
+ Added additional chat filters

-Brad
Last edited by Sunderfury; 09-25-2019 at 04:34 PM..
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