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List Command

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/list is a custom command available only on the Green server. It only applies to a very few, highly contested, NPCs, which drop "legacy" items (ie. items which will soon be removed from the game).

Contents

/list Isn't Classic?

It may seem odd that Project 1999 would add a custom command to the Green server, when that server is entirely dedicated to classic (un-customized) EverQuest.

The truth is, while the command /list itself is not classic, the underlying mechanism absolutely is.

Project 1999 is Staffed by Volunteers

Classic/live EverQuest had paid GMs, who were salaried employees. Their entire job was to assist EverQuest players, and every server had at least one. On top of that every server also had several "guides" for each GM. These were players who volunteered to do customer service work in exchange for free playtime.

By definition, P99 can't have either of those, because they're not allowed to charge players to play. Thus, all the server has is a very few, very kind, and 100% volunteer staff members. These people generously share their free time to help players who fall through the world or get in fights with each other.

/list: Unclassic Command, Classic Mechanism

Which brings us back to camps and fights over them. On live the paid GMs and guides used to resolve fights by ... yup, you guessed it: lists. We even have an archived copy of the instruction manual that Verant gave their GMs/Guides during Kunark (Kunark Era Customer Service Guidelines), and you can read about classic dispute resolution there.

So while having a command to control it isn't classic, having the server's staff force players to wait in line for a chance to gain an item is 100% classic.

Which items does /list apply to

Per Rogean on 10/21/2019:

(NOTE: Distances crossed out because, per Rogean: "What I'm probably going to do is just remove the distance check for the item drop")

  • Guise of the Deceiver
    Guise of the Deceiver
    Item 771.png

    MAGIC ITEM NO DROP
    Slot: FACE
    AC: 4
    CHA: +13
    SV MAGIC: +7
    Effect: Illusion: Dark Elf (Any Slot, Casting Time: 6.0)
    WT: 0.4 Size: SMALL
    Class: BRD ROG
    Race: ALL

    : Minimum Level 35, Distance 150, Z Distance 40, 1 Week Lockout
  • Manastone
    Manastone
    Item 507.png

    MAGIC ITEM
    Slot: PRIMARY SECONDARY
    Effect: Mana Convert (Any Slot, Casting Time: Instant)
    WT: 1.0 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    : Minimum Level 35, Distance 200, Z Distance 30, 1 Week Lockout
  • Journeyman's Boots
    Journeyman's Boots
    Item 764.png

    MAGIC ITEM NODROP
    Slot: FEET
    AC: 1
    Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
    WT: 2.5 Size: SMALL
    Class: ALL
    Race: ALL

    : Minimum Level 25, Distance 200, 1 Week Lockout.

Why Isn't /list on more items, or on Blue?

This command is brand new, and the staff is hesitant to unnecessarily impact the game with custom changes (however classic their origin).

For the time being it will only apply to the highly-contested legacy item NPCs. However, the staff has neither endorsed nor ruled out the idea of using /list elsewhere: if it proves successful it might be a future possibility.

How Does /list Work ?

This post provides details regarding the /list system. The system will be hitting Beta today. There are currently only 3 item drops that are attached to this system:

Guise of the Deceiver: Level 35, Distance 150, Z Distance 40, 1 Week Lockout.

Manastone: Level 35, Distance 200, Z Distance 30, 1 Week Lockout.

JBoots: Level 25, Distance 200, 1 Week Lockout.

Each list has a minimum level noted above. You cannot join the list if you are under that level. It also has a distance above. You must be within that distance to the mob that drops the item to join the list, and you must stay within that distance for the duration of your wait. For the lists that also have a Z Distance, you must also stay within that Z difference from that location as well (For example, in Guk Bottom, going down the hall and around the corner from the Ass/Sup Room is within 150 distance, and still within 40 Z Difference. Going several floors below the room will also be within 150 distance, but not within 40 Z difference, and you will be out of range.)

Upon leaving the range of the list camp, whether you zone out, die, or walk out of range, you will be notified that you have done so and will be given 15 Minutes to return to the area. Once re-entering the area, you will be notified that you are back in range. Going back in range does NOT reset your "out of range" timer, but rather it will start replenishing at a rate of 1 second per 12 seconds spent back in the camp. This means that if you spend 10 minutes out of the camp, and you return to the camp for 10 minutes, and then leave for another 10 minutes, the following will happen: Your OOR Timer will have decayed from 15 Minutes to 5 Minutes. Your 10 minutes spent back in the camp will have added only 50 seconds to your remaining 5 minutes. 5 Minutes and 50 Seconds into your next 10 minutes out of the camp, you will be notified that you have been removed from the list.

In order to join the list, simply enter the vicinity of the camp, and type /list. If you meet the requirements, you will be asked to confirm that you'd like to join the list. The confirmation will also tell you how many people are currently in line ahead of you. You can see your position in the list at any time by typing /list while in the vicinity of the camp.

While on the list and within range, you will be subject to AFK Checks. These are most commonly a simple dialog box to confirm, however there are several other types of confirmations with smaller chances of appearing that will require different types of inputs to confirm that you are not AFK. If you do not respond to an AFK Check by the time the next one is requested, you will be removed from the list.

The list is stored persistently in a database. If at any time the server goes down for maintenance, or the zone is rebooted, you will maintain your position on the list. When the zone starts up and is accessible again, all out of range timers are reset and extended to 30 minutes.

When the item that you are on a list for has dropped, and you are position 1, you will be given a notification that the item has dropped. If you are not in range at the time, the system will skip you (and continue skipping people until it finds a list player in range). Anyone skipped will still maintain their position, as long as they return to range within their OOR Timer. The person awarded will be given exclusive permission to loot the corpse and all items on it. Nobody else will have permission to loot the corpse, even the player(s) that were merited the experience. The corpse will also not unlock like normal after a period of time. If the player who was at the top of the list does not loot the item before the corpse decays, the item rots. The player was still removed from the list and given a lockout when the mob was killed. Lockouts are indicated above, which means that once you have been granted an item from a /list, you cannot rejoin the same list for that period of time on that character.

So, to play devil's advocate here, what would stop a solo character from hanging out near camp (invis, itu, fd, rogue sneak/hide) and being #1 on the list, but not being able to kill the mob. Along comes a group and kills said mob - does the solo person get the item, provided they weren't afk this whole time?

Am I reading this correctly?

You are correct. But your situation is unrealistic. These mobs will be permacamped as soon as players are within level range until the point they are removed.

Is the lock out tied to the character that joined the list or the entire account?

If the person is on a CR when the item drops, it will rot.

Incorrect. When the item drops it does a range check. If you are not within the distance parameters during this time, you are skipped. This means the 2nd, 3rd, or whoever is next on the list AND in range, will be awarded the item. The others will not lose their place on the list. I'll update the post to reflect this.

Is the proximity tied to the spawn point or the mob's current location? How will somebody pulling the mob away from it's spawn point, and away from other waiting players, be handled?

You raise a good point. Currently it only checks distance against the spawn point. Although I think it will be unlikely that these mobs will get far from their spawn point, with all the players waiting to attack them, but I will add some code so that it considers both locations when determining distance specifically for the item reward.

What I'm probably going to do is just remove the distance check for the item drop. It will still check that the player is in the zone.

As far as someone moving the mob.. there's really no incentive for it, even before this change but particularly now. The distance check before was based on spawn location. If the item didn't go to the first person because they chased outside the spawn distance, it would go to any of the other people who did stay nearby. If nobody loots it, it rots.

After the change now, there's even less of an incentive to move the mob away, as the #1 player will get loot rights as long as they are in the zone.

So I can just make a toon and get to the minimum level, not participate in any way shape or form of camping the mobs that drop the item, and still get loot rights simply because I'm in level range and not afk...

Game on.

I'm sure you will be hearing from myself or my wonderful Guides if that situation occur

There are no log outputs for AFK checks. You have to be at your computer, paying attention to pass the check or you will be removed from the list.

Green Kunark Launch List

11/06/20 06:53:42 PM Rogean BROADCASTS, 'List Mobs: Chief RokGus, Pained Soul, Verix Kylox Remains, Ancient Jarsath, Bloodgill Marauder'