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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!
  #2  
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, 05:28 PM
ldgo86 ldgo86 is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Remove advisor robe / mob / wolves from MM

No wizard staff should drop from phinny

This happened on red and prob a quick check/fix
So are all the robes related to Rogue epic not in the game until Epics are introduced? Advisor, Oracle etc?
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Old 09-25-2019, 05:29 PM
Jibartik Jibartik is offline
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Quote:
Originally Posted by ldgo86 [You must be logged in to view images. Log in or Register.]
So are all the robes related to Rogue epic not in the game until Epics are introduced? Advisor, Oracle etc?
The advisor is the only robe that was introduces AFAIK however, I do remember a moment in time where everyone went from 0 oracle robes to many oracle robes. But I think that was just player knowledge discovering the creature that drops it.

But iirc that mob is for the soulfire quest, not epic.
  #7  
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.
  #8  
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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  #9  
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.
  #10  
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.
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