Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #21  
Old 01-02-2017, 07:03 PM
LittleSorcerer7 LittleSorcerer7 is offline
Fire Giant

LittleSorcerer7's Avatar

Join Date: Nov 2009
Location: Southern California
Posts: 518
Default

AA's love hen so much
  #22  
Old 01-02-2017, 07:05 PM
Zekayy Zekayy is offline
Fire Giant

Zekayy's Avatar

Join Date: Sep 2014
Posts: 579
Default

Rogean Ripped out the code AAs
__________________

Zekay 60 Torpor Shaman - <Guild>
  #23  
Old 01-02-2017, 07:33 PM
Dreenk317 Dreenk317 is offline
Fire Giant

Dreenk317's Avatar

Join Date: Jun 2011
Posts: 699
Default

Quote:
Originally Posted by Muggens [You must be logged in to view images. Log in or Register.]
No point in more zones, so many dungeons on the untrodden path of P99. Adventurers hardly set foot in Dalnir, Kaesora, Nurga, Droga, Runnyeye, Hole, Warrens, Permafrost, CazicThule, Paw, Najena, Befallen...toons are hardly even down in LGuk...
Now we have Stonebrunt as well.

Could see one more high level zone being added tho, but we all go to Seb anyway?
I remember on shards of dalaya, they somehow coded mobs to have individual exp bonuses. These bonuses increased from 0% to 25% iirc. And it increased by 1% for every 15 minutes the mob had been spawned. Therefore it was more profitable, exp wise, to hunt in the less popular zones. And even rotate a couple dungeons near portal rings, that you could travel to quickly. As changing zones allowed more exp than sitting at one camp all day.

I thought it was really good idea personally.
  #24  
Old 01-02-2017, 08:04 PM
Cave Troll Cave Troll is offline
Banned


Join Date: Nov 2016
Posts: 28
Default

shards was an amazing project

unfortunately it was plagued by the second worst project managment team in the emulated game industry

can you guess the first?
  #25  
Old 01-02-2017, 09:20 PM
MammothMafia MammothMafia is offline
Sarnak


Join Date: Feb 2012
Location: Mammoth Lakes
Posts: 213
Default

Quote:
Originally Posted by Jorgam [You must be logged in to view images. Log in or Register.]
I'm not saying that it isn't fun for them or others who do these things, just that creating new custom content that is intended for use by the best of the best will have no effect on freeing up existing content. Any server pop/earthquake proves exactly what will happen if more raid targets are added.
How many years and people have been trying to figure this out? The solution is simple. Create content that actually takes time to raid.
Currently not a single encounter takes these top guilds longer than 10-20 minutes to down so of course they can down 10 targets in an evening sitting. Create a raid that actually takes 4 hours to consume, make 2 or 3 of them. Boom now all of the sudden the top guilds are busy for the next 4 hours. The smaller guilds would actually be able to try some of the classic content. They can wipe, try again, call in another guild to help, ect. Everyone enjoying content. Problem solved.
  #26  
Old 01-02-2017, 11:26 PM
fadetree fadetree is offline
Planar Protector


Join Date: Mar 2012
Posts: 1,958
Default

Quote:
Originally Posted by MammothMafia [You must be logged in to view images. Log in or Register.]
How many years and people have been trying to figure this out? The solution is simple. Create content that actually takes time to raid.
Currently not a single encounter takes these top guilds longer than 10-20 minutes to down so of course they can down 10 targets in an evening sitting. Create a raid that actually takes 4 hours to consume, make 2 or 3 of them. Boom now all of the sudden the top guilds are busy for the next 4 hours. The smaller guilds would actually be able to try some of the classic content. They can wipe, try again, call in another guild to help, ect. Everyone enjoying content. Problem solved.
Nope. People get mad that you're just adding insane difficulty and random timesinks, and then they solve it anyway, and then you're back to where you started. Adding real, engaging 'difficulty' that lasts is hard as hell, and may actually be impossible.
__________________
The Ancient Ranger
Awake again.
  #27  
Old 01-03-2017, 07:53 AM
Ivory Ivory is offline
Planar Protector


Join Date: Apr 2014
Posts: 1,017
Default

Quote:
Originally Posted by MammothMafia [You must be logged in to view images. Log in or Register.]
How many years and people have been trying to figure this out? The solution is simple. Create content that actually takes time to raid.
Currently not a single encounter takes these top guilds longer than 10-20 minutes to down so of course they can down 10 targets in an evening sitting. Create a raid that actually takes 4 hours to consume, make 2 or 3 of them. Boom now all of the sudden the top guilds are busy for the next 4 hours. The smaller guilds would actually be able to try some of the classic content. They can wipe, try again, call in another guild to help, ect. Everyone enjoying content. Problem solved.
Instead of trying to re-create entire games worth of content that actually provides challenges...

The real solution is far more simple. Just lower the level cap to 39 and ALL the end game content gets a HUGE boost in difficulty.

Players would need to invent entire new strategies to take on "rinse and repeat" raid mobs. Without adding anything new, suddenly everything would seem like new again through the eyes of a top raiding guild of level 39ers.
  #28  
Old 01-03-2017, 08:07 AM
Xzavie Xzavie is offline
Large Bat


Join Date: Oct 2016
Posts: 13
Default

The solution is simple. Its already been laid out and tested in this game and others. Its called instanced raiding. You all are trying to re-invent the wheel.
  #29  
Old 01-03-2017, 08:44 AM
Swish Swish is offline
Planar Protector

Swish's Avatar

Join Date: Nov 2010
Posts: 19,225
Default

Quote:
Originally Posted by Xzavie [You must be logged in to view images. Log in or Register.]
The solution is simple. Its already been laid out and tested in this game and others. Its called instanced raiding. You all are trying to re-invent the wheel.
I hope that never happens here, above all else. The spirit of EQ when it was made wasn't to disappear into 20 different instances of the same zone. I'd like to have a community here unlike other MMOs/TLP servers.

For me, that's going too far... but I understand why blue players would like their own space in what's quite an overcrowded top end server.
  #30  
Old 01-03-2017, 09:33 AM
PL_Barton PL_Barton is offline
Kobold


Join Date: Jul 2016
Posts: 141
Default

1. Add random monthly ZEMs to unused zones to diversify leveling.
2. Add raid chat ffs.
3. Add any zone from later expansions that fit into the existing continents (aside from instanced zones)...I'm looking at the fake wall in Oasis, and the zone of Surefall Glades(sp)
4. Shake up the loot in all unused zones making it worthwhile to go there.
5. Active some of the oldschool druid/wizard spires making the spells quest only.

Plane of the Underfoot would be pretty epic. The Hole is one of my favorite zones in the game and it sucks royally that no one likes to level there due to the difficulty in breaking in/getting out.
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 08:15 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.