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  #21  
Old 05-11-2019, 06:12 PM
Squire Squire is offline
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Eq with pvp is indeed the best way to experience the game. The problem with our pvp server isn't everquest pvp in and of itself (although Mrbigs epic fungi rogue carving up people in rags in Unrest isn't an experience everyone enjoys) but how red was set up and early events in the servers life.

Red had the every man for himself rules of Rallos Zek without the fear of item loss to keep twinks in check.

I feel a haedcoded team environment, providing a built in support network for players would have seen greater retention.

The early guild bannings just as people started to kill dragons created a toxic one guild ecosystem that exists to this day.

Initially red had no exp bonus but unclassic exp loss on a pvp death. The bonus was added then removed more than once.

The server probably needed more balancing but the spergs demanded it be launched early, which is the community's fault.

I'm of the opinion red was built as a p99 Australia, a prison colony for the most toxic players. Nilbog and others had some great ideas to turn the server around and hope red or pvp isn't written off forever just because the current incarnation turned out
Last edited by Squire; 05-11-2019 at 06:14 PM..
  #22  
Old 05-11-2019, 10:54 PM
Vexenu Vexenu is offline
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I really wish the new server would be a Teams PvP ruleset. A good Teams PvP server would address so many of the problems on Blue in addition to just generally spicing up what has become a rather stale P1999 experience for most established players. This is a game with a self-imposed limit on PvE content (Classic through Velious) and most of that content has long-since been exhausted by the playerbase. But adding PvP opens up an entirely new dynamic to the game that has to be experienced to be understood.

I played on SZ back in the day, and one of the best things about that ruleset was the nearly unrestricted level range for PvP (as I remember, a player of any level could kill any enemy player who was over level 5. So you could literally have a level 60 slaughter a group of level 10s). This sounds completely insane and unworkable from a griefing perspective, but it had the effect of creating an incredible sense of team cohesion and a true feeling of being in "enemy territory". If you were a Good or Neutral player running around Kunark in your 30s or 40s, you were behind enemy lines and you damn sure felt it. The sense of danger was ever-present. Same for Evils of that level range in Velious. Once people realized you were in the zone they would start coordinating to try to hunt you down. If you were having a good day and made several kills you could count on the enemy calling in some big guns to try to kill you. It was a rush unlike anything else in EQ. With level-unrestricted Teams PvP you create an environment where geography matters. Controlling zones matters. Protecting your teammates is important and provides an exciting and nearly-inexhaustible source of content. It was not uncommon to see large-scale PvP battles spontaneously erupt in random places like West Commons or Rathe Mountains, just because reinforcements kept getting called in and before long there were 60+ people in the zone duking it out. And of course, with Teams PvP raid competition takes on an entirely new dimension, and more actually resembles a war between opposing factions instead of the bizarre and byzantine raid "competition" tactics on Blue today.

Seriously, Teams PvP is absolutely amazing. Too many people on P1999 have a poisoned view of EQ PvP due to the abomination that is Red 99. A good Teams PvP ruleset server with a heavy-handed but fair GM team would be utterly fantastic and would provide a completely different experience than what Blue offers.
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