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View Full Version : Big Stuff Coming Next Patch !


Ele
04-22-2013, 06:34 PM
A lot of dead rogues; easier dragons; harder pulls; crying druids, rangers and bards; deposed dictators; the blue diamond crash of 2013; and more giant fire beetle legs for everyone!

p.s. fewer buffs for newbies

Animals, insects, dragons, and dragonkin (drakes, wyverns, wurms, etc.) can't equip items, pending update.

Druid tracking cap reduced to 50, pending update.

Capped tracking at 20 NPC results, pending update.

Pending update:
- Added the distinction between direct and indirect hate.
- Mobs with indirect hate (obtained by another mob yelling for help) on a target cannot yell for help to transfer hate for their target to another NPC.
- The only way to prevent the transfer of direct hate to another nearby NPC is to be sneaking in the proper area of that NPC's visibility. Invis/IVU/Hide etc. no longer have any impact on whether direct aggro will be transferred.

Pending update:
- Rogue hide will function the same as invis + IVU stacked.
- Non-rogue (racial hide) will function the same as invis.
- Mobs that see through invis/IVU will similarly see through hide.

(Dictate) Capped at 58, pending update.

Dictate will last 48 seconds, pending update.


Invisibility will fade even with rune on, NPC misses/PC dodges etc.
Fixed, pending update.


All blue diamond jewelry combines disabled until ~January 2001. This would be a ~ month after velious release and will be automagically enabled when they time came.

Existing blue diamond jewelry (statless) will continue to exist. I am not sure if anyone made any of this or why they would, but I see no reason to change it.

Existing blue diamond jewelry (with stats) will be replaced with alternate statless versions until ~January 2001 when they would automagically become respective jewelry with stats again.

For example:
Silver Blue Diamond Ring: statless -> no change
Silver Blue Diamond Ring: with stats -> Will become SBDR, ring slot, no stats, tradeable.

Blue Diamond Electrum Earring: statless - no change
Blue Diamond Electrum Earring: with stats -> Will become BDEE, ear slot, no stats, tradeable

Golden Blue Diamond Pendant: statless -> no change
Golden Blue Diamond Pendant: with stats -> Will become GBDP, neck slot, no stats, tradeable

Platinum Blue Diamond Tiara: statless -> no change
Platinum Blue Diamond Tiara: with stats -> Will become PBDT, head slot, no stats, tradeable.

Velium Blue Diamond Bracelet: No change. Cannot be crafted yet because velium bars are not obtainable. Recipe disabled until ~January 2001.


Any spell from level 49 and below could be cast on anyone regardless of level. However, level 50+ spells had restrictions.
Fixed, pending update.

Reduced NPC mana pools, pending update.

But yeah, the HP ratio for using gate was increased from 5% to 20% pending update.


Death Save should be rolled when the target is between 1% and 15%.

Divinte Intervention/Death Pact should NOT work on a PC that is Death Touched.

If the target drops from 16% or higher in one combat round (or spell) the target will die with Divine Interventiond/Death Pact on anyway.
Fixed, pending update.

Pending update:

-giant fire beetles of west karana are now giant beetles
-giant beetles drop giant legs and eyes beginning with the release of the hole (june2000, affects both servers currently). prior to this, they will drop regular fire beetle loot

Rhambuk
04-22-2013, 06:56 PM
yes but Sneak pulling! pleeeease work correctly

zanderklocke
04-22-2013, 06:59 PM
Ouch to blue diamond jewelry. I spent a fair amount of money to have all blue diamond gear.

Growlers
04-22-2013, 07:00 PM
Eeeek.... Aaaaah....... Oooooh.

Kagatob
04-22-2013, 07:02 PM
Why would they want to break tracking?

harnold
04-22-2013, 07:03 PM
should be an awesome patch, lets just hope it doesnt take many months for it to take effect like the last patch

Swish
04-22-2013, 07:05 PM
should be an awesome patch, lets just hope it doesnt take many months for it to take effect like the last patch

Volunteer bashing, not cool harnold :(

Pringles
04-22-2013, 07:17 PM
Why the nurf to tracking?

Swish
04-22-2013, 07:19 PM
Crap, so racial hide is now seen by the undead? :(

Tiggles
04-22-2013, 07:21 PM
F-you Elethia

Malphite
04-22-2013, 07:48 PM
This tracking nerf is awesome! No more tracking without clearing ::::::::::::)

contemptor
04-22-2013, 07:52 PM
I'm a bit confused here. Is this all according to the everquest timeline in late Kunark? Or are patches being put in that are years late coming? I hope its not the latter, because it would not really make sense.

SirAlvarex
04-22-2013, 07:59 PM
I'm a bit confused here. Is this all according to the everquest timeline in late Kunark? Or are patches being put in that are years late coming? I hope its not the latter, because it would not really make sense.

This is fixing stuff that should have been in since day 1, like the tracking stuff.

Druids actually started with a tracking skill of 25, and were later bumped to 50, then 125. The "limit to 20 results" is to fix the classic "Can't scroll tracking window" bug that made a low tracking skill sometimes pretty good, since you got fewer results and new what was closer.

And Blue Diamond jewelry was Velious.

Ele
04-22-2013, 08:13 PM
Why the nurf to tracking?

Why would they want to break tracking?

This tracking nerf is awesome! No more tracking without clearing ::::::::::::)

Not a nerf, reversion to classic. Will be bumped up post Velious release, as another poster commented.

Should never have been this good for druids on this server from day 1.

Ele
04-22-2013, 08:14 PM
Crap, so racial hide is now seen by the undead? :(

Not nearly as OP now. WTB reroll to Gnome. :(

Happy birthday btw.

Kagatob
04-22-2013, 08:21 PM
Would rather see Velious as opposed to a pile of changes that will need to be undone once Velious is open anyway.

Feels counterproductive.

Ele
04-22-2013, 08:25 PM
Would rather see Velious as opposed to a pile of changes that will need to be undone once Velious is open anyway.

Feels counterproductive.

Different dev teams. Plus think long term for the future-future proper patch, proper timeline server.

Ele
04-22-2013, 08:27 PM
F-you Elethia

I have evidence that you enjoy what I do. :D

Swish
04-22-2013, 09:07 PM
Happy birthday btw.

Thanks man :D

For my birthday GIF, look below ;)

http://www.gifsforum.com/images/gif/creepy/grand/03856145_creepy_gif.gif

Splorf22
04-22-2013, 09:12 PM
Going to be so much more classic after the next patch. The game might actually be slightly challenging without pulling everything to the zone line. Batphone Rogean!

Xadion
04-22-2013, 09:40 PM
no

webrunner5
04-22-2013, 09:54 PM
Going to be so much more classic after the next patch. The game might actually be slightly challenging without pulling everything to the zone line. Batphone Rogean!

Yeah with everyone with 4 alt Twink 60's ought to make a HUGE diff. Has to be the only game that goes backwards instead of forward going. Not impressed.

contemptor
04-22-2013, 10:14 PM
This is fixing stuff that should have been in since day 1, like the tracking stuff.

Druids actually started with a tracking skill of 25, and were later bumped to 50, then 125. The "limit to 20 results" is to fix the classic "Can't scroll tracking window" bug that made a low tracking skill sometimes pretty good, since you got fewer results and new what was closer.

And Blue Diamond jewelry was Velious.
Just doesn't make sense at this point in the servers progression. If you have something in the game that was non-classic, why nerf it 3 years late when everyone is used to it? Hard to complain too much, given that it's the developers project and decision, but my personal feedback is that it makes little sense.

contemptor
04-22-2013, 10:14 PM
Yeah with everyone with 4 alt Twink 60's ought to make a HUGE diff. Has to be the only game that goes backwards instead of forward going. Not impressed.
.

Exotics
04-22-2013, 10:20 PM
Yeah with everyone with 4 alt Twink 60's ought to make a HUGE diff. Has to be the only game that goes backwards instead of forward going. Not impressed.

y u mad tho

Arterian
04-22-2013, 10:21 PM
Solid changes.

Stormhowl
04-22-2013, 10:42 PM
Just doesn't make sense at this point in the servers progression. If you have something in the game that was non-classic, why nerf it 3 years late when everyone is used to it?

Because the Vision for this server was to maintain a classic feel, and that included all bugs, exploits, nerfs, and changes. Plus have you considered that maybe no one had evidence of some changes 3 years ago and its only now been proven so they can fix it to classic specifications?

I don't understand why it's an issue. Once in a while in life, you have to deal with something you don't perceive as making sense.

HeallunRumblebelly
04-22-2013, 10:44 PM
...That feel when you've already farmed your millions of platinum invis pulling fungus king :3

SirAlvarex
04-22-2013, 11:35 PM
Just doesn't make sense at this point in the servers progression. If you have something in the game that was non-classic, why nerf it 3 years late when everyone is used to it? Hard to complain too much, given that it's the developers project and decision, but my personal feedback is that it makes little sense.

I'm not disagreeing with your point one bit. Ideally, this "5 year beta" would end and we'd find out that all the exploiting and easy plat getting would be rolled back. But I think that might upset more than a few people ;)

There have already been plenty of bugs found that have caused increase platflation, like Seafurries dropping 5k an hour for nearly what, 2.5 years? before it was fixed (to about 1k plat an hour for the average player). That caused a lot of the excess plat to be put into the economy that we're still feeling today.

And then there's the easy invis pulling and weak resists that allowed Fungi's to be farmed in the hundreds/thousands in a solo/duo/trio like Heallun just said. It's a telling sign when nearly every fix makes the game harder, and there are so few bug reports/fixes that make the game easier.

KotBK
04-22-2013, 11:43 PM
Any spell from level 49 and below could be cast on anyone regardless of level. However, level 50+ spells had restrictions.
Fixed, pending update.

Too bad this has no right in being within any patch on this server prior to a PoP release

Loly Taa
04-22-2013, 11:47 PM
F-you Elethia

Vega
04-22-2013, 11:51 PM
Any spell from level 49 and below could be cast on anyone regardless of level. However, level 50+ spells had restrictions.
Fixed, pending update.

Too bad this has no right in being within any patch on this server prior to a PoP release

Read the thread. You can still cast group buffs on < 49.

Chloroform
04-23-2013, 12:15 AM
http://cdn1.goodmeme.net/store/user_photos/0/31/2187_no_more_tears__700.jpg

Kagatob
04-23-2013, 12:19 AM
Any spell from level 49 and below could be cast on anyone regardless of level. However, level 50+ spells had restrictions.
Fixed, pending update.

Too bad this has no right in being within any patch on this server prior to a PoP release

Actually that was halfway through LoY that they added that little tidbit. Temperance.

Clark
04-23-2013, 12:22 AM
about time mobs get mana lowered

A1551
04-23-2013, 12:40 AM
These changes are awesome, classic, and will make EQ somewhat more difficult (just like it really was on live). Why the complaints lol? Saying it's a "waste of developers time" or "just doesn't make sense" (my favorite right there) is pretty silly and I'm guessing a self serving justification to complain.

My recommendation first, for anyone who thinks these changes aren't classic, is to go read the bug threads for them to see the discussion/evidence posted. If you have evidence which contradicts the changes, post it, don't just complain about it here. For example, there is NO DOUBT single target 50+ buffs couldn't be cast on noobs in kunark timeline. Likewise with tracking. Classically tracking had no scroll bar so you could only see a limited number of results, meaning druids with their crappy 25 or 50 range track were actually better trackers, since their results were more relevant (ie closer).

The only legitimate/understandable complaint here is it doesnt hurt all the people who have spent years abusing these incorrect mechanics for personal gain as much as newer people. I can understand why that is upsetting. But that's not a good reason not to make the change. The goal of this server is to emulate classic EQ, the server's about to get more classic. Things will me much less exploitable, bigger groups or more time will be required to do stuff, many trivial accomplishments will now take more work., in a classically accurate sense. Despite the severe nerfs to the classes I love the most, I'm psyched :)

My only real concern is I think this will potentially drive a lot of people to risk cheating, especially people who own dozens of accounts they don't give a crap about who need tracking to know when raids mobs are up for their precious pixels. I hope Ephi is ready with his mighty banhammer to smite the increased number of evildoers out there into oblivion :D

Doors
04-23-2013, 01:34 AM
Is variance classic?

xarzzardorn
04-23-2013, 01:40 AM
shits classic dawg

Handull
04-23-2013, 01:41 AM
dont forget

IGS will no longer be rogue useable

druid ring mobs will start to green con agro evil races

Belly caster mobs won't resist unresistable spells when cast out of range (malo, tash, despell, etc)

fuark
04-23-2013, 01:42 AM
These changes are awesome, classic, and will make EQ somewhat more difficult (just like it really was on live). Why the complaints lol? Saying it's a "waste of developers time" or "just doesn't make sense" (my favorite right there) is pretty silly and I'm guessing a self serving justification to complain.

My recommendation first, for anyone who thinks these changes aren't classic, is to go read the bug threads for them to see the discussion/evidence posted. If you have evidence which contradicts the changes, post it, don't just complain about it here. For example, there is NO DOUBT single target 50+ buffs couldn't be cast on noobs in kunark timeline. Likewise with tracking. Classically tracking had no scroll bar so you could only see a limited number of results, meaning druids with their crappy 25 or 50 range track were actually better trackers, since their results were more relevant (ie closer).

The only legitimate/understandable complaint here is it doesnt hurt all the people who have spent years abusing these incorrect mechanics for personal gain as much as newer people. I can understand why that is upsetting. But that's not a good reason not to make the change. The goal of this server is to emulate classic EQ, the server's about to get more classic. Things will me much less exploitable, bigger groups or more time will be required to do stuff, many trivial accomplishments will now take more work., in a classically accurate sense. Despite the severe nerfs to the classes I love the most, I'm psyched :)

My only real concern is I think this will potentially drive a lot of people to risk cheating, especially people who own dozens of accounts they don't give a crap about who need tracking to know when raids mobs are up for their precious pixels. I hope Ephi is ready with his mighty banhammer to smite the increased number of evildoers out there into oblivion :D

Totally agreed with this post, even though animals not using weapons anymore is going to absolutely blow.

Is variance classic?

But, when you're right, you're right.

KotBK
04-23-2013, 01:52 AM
Read the thread. You can still cast group buffs on < 49.

Actually that was halfway through LoY that they added that little tidbit.

I know it was around one of those later expansions that won't be seen on here as far as the buff nerfs. All i know is i remember them always working prior. Regardless certain spell durations should be fixed as well as the other blatant non-classic features if these are going to make their way in.

Kagatob
04-23-2013, 01:59 AM
Oh don't get me wrong, I'm not disupting the part about single target, I started playing in Kunark and for the longest time I had always believed Skin like Nature was the highest lvl druid buff until Protection of the Glades in Velious.

Druid powerleveling with natureskin? Does not compute.

What they are proposing about the 50+ single target buffs actually makes a lot of sense. To clarify, LoY made it so that you couldn't cast Aegolism/Virtue/KEI/VoQ/BoT9/Glades on a >50 character.

A1551
04-23-2013, 02:29 AM
I know it was around one of those later expansions that won't be seen on here as far as the buff nerfs. All i know is i remember them always working prior. Regardless certain spell durations should be fixed as well as the other blatant non-classic features if these are going to make their way in.

This isn't true -- I played a cleric on live, never played past kunark (didn't even make it to Velious release) and I very distinctly remember having to use group heroic bond if I wanted to cast heroism on a low level. But don't take my word for it -- obviously what we remember is suspect. People post all sorts of totally wrong crap theyre "sure" of that is disproven by evidence others dig up. Head on over to the bugs forum, read the post concerning this, and then if you still strongly disagree with all the posted evidence located there, find some proof you're right and post it. Now my guess is you're not totally wrong -- EQ probably continued to make changes regarding this throughout it's timeline. You're likely remembering one of these later changes.

As to your second point, I agree totally. They should be consistent, and in most cases, if you can dig up some real evidence they'll make the change as they have time to, when the appropriate developer has some free cycles. Some obvious big exceptions out there (variance for example, F that BS). The only caveat is, I understand that this is a volunteer project with very limited resources. Many of these changes now being made ideally would have been made a long time ago, but that's not how things works on a volunteer driven project. Some of the issues you are referencing will undoubtedly get changed eventually, and some won't. Instead of complaining about the fact that everything isn't perfect right now, maybe relax, enjoy the server, and be happy Kanras has dedicated some of his own, unpaid time to fix some major nonclassic issues that plague the server, even if they might make your life harder in game.

mwatt
04-23-2013, 05:31 AM
I'm all for adherence to classic. I wish though, that things like casters being OP and huge hit box from behind would also be corrected.

enr4ged
04-23-2013, 05:32 AM
Is variance classic?
QFT

Seriously... all you people saying "these changes are classic and they are striving for a classic server" are being manipulated. There is SO much stuff on this server that is not classic and it's purposely that way.

webrunner5
04-23-2013, 05:42 AM
QFT

Seriously... all you people saying "these changes are classic and they are striving for a classic server" are being manipulated. There is SO much stuff on this server that is not classic and it's purposely that way.

Amen brother. :)

Boilon
04-23-2013, 07:10 AM
Is variance classic?

Lagaidh
04-23-2013, 07:16 AM
Any spell from level 49 and below could be cast on anyone regardless of level. However, level 50+ spells had restrictions.
Fixed, pending update.

Too bad this has no right in being within any patch on this server prior to a PoP release

Yep. I remember having a KEI on my L20 alt cleric overwritten with a breeze by a "helpful" lower level enchanter not too long into PoP.

Itap
04-23-2013, 07:19 AM
shits classic dawg

Lagaidh
04-23-2013, 07:21 AM
Oh don't get me wrong, I'm not disupting the part about single target, I started playing in Kunark and for the longest time I had always believed Skin like Nature was the highest lvl druid buff until Protection of the Glades in Velious.

Druid powerleveling with natureskin? Does not compute.

What they are proposing about the 50+ single target buffs actually makes a lot of sense. To clarify, LoY made it so that you couldn't cast Aegolism/Virtue/KEI/VoQ/BoT9/Glades on a >50 character.

AH! I see where my memory let me down now.

Ele
04-23-2013, 07:59 AM
looks like ele has been putting in some OT

for those that don't frequent the bug forum

this guy gets alot of Speculation changes, since no one out there is pulling data from wayback machine, hes had several changes to the server changed that were not classic

but i guess some of these are valid according to dates if proficient evidence was posted to sway the server developers in that direction

You're thinking of some one else. My changes are supported with citations and multiple sources.

quido
04-23-2013, 08:04 AM
Ele confirmed villain of great treachery

Thulack
04-23-2013, 08:29 AM
QFT

Seriously... all you people saying "these changes are classic and they are striving for a classic server" are being manipulated. There is SO much stuff on this server that is not classic and it's purposely that way.

Amen brother. :)

^

Rhambuk
04-23-2013, 09:06 AM
QFT

Seriously... all you people saying "these changes are classic and they are striving for a classic server" are being manipulated. There is SO much stuff on this server that is not classic and it's purposely that way.

Should we just not even try to remake it classic, just leave at as it is implement velious and move on, call it good enough?

no the variance isnt classic but neither is 100 people sitting on a raidmob spawn for 3 days straight. Devs do the best they can with the way people play.

heartbrand
04-23-2013, 09:10 AM
My only gripe is we have a non classic resist system with vp dragons like hoshkar and nexona with huge negative resist mods and now were removing bd jewelry which helps compensate for that non classic feature. Fixing one without the other artificially increases the difficulty of those encounters.

SamwiseRed
04-23-2013, 09:12 AM
making pve a challenge is dumb as fuck

Rhambuk
04-23-2013, 09:17 AM
making pve a challenge is dumb as fuck

wrong forums bro

heartbrand
04-23-2013, 09:19 AM
O man don't quote that guy just block him, he has like 5000 posts and doesn't even play here no clue why he doesn't get the cast treatment on boards with instant bans.

SamwiseRed
04-23-2013, 09:19 AM
nope

Rhambuk
04-23-2013, 09:37 AM
O man don't quote that guy just block him, he has like 5000 posts and doesn't even play here no clue why he doesn't get the cast treatment on boards with instant bans.

hm good idea, i should just put all these red noobs on ignore. Then there presence here will be just as strong as red server, non-existant.

SamwiseRed
04-23-2013, 09:42 AM
you just quoted a red noob

zanderklocke
04-23-2013, 10:16 AM
So now that blue diamond resist gear is going away, what are the must get earrings, necklaces, and helms to substitute?

Faerie Blossom
04-23-2013, 10:24 AM
Ouch! My track button :(

heartbrand
04-23-2013, 10:25 AM
Well, it would depend on the encounter. For VP for Hoshkar now you will need Golden Topaz Earrings (8 sv dr), for Nexona you'll need earring of fire reflection which can be bought from gypsies (or FB Hoop, or Yuunub's Earring but lol @ that), for MR fights EoE and earring of magic reflection still superior. For Gorenaire it's the same as the FR gear, earring of cold reflection / fb hoop / yunnub's earring. For PR, earring of poison reflection is your only option. In the past, you had to farm nilipuss for any shot @ that, now you can farm a mob in Erud's Crossing.

heartbrand
04-23-2013, 10:28 AM
For head slot, blackened iron crown for DR/PR becomes your most easily obtainable backup for those fights, you can farm that thing in Gorge of King Xorbb or w/e but it has like 300 items on it's loot table and is a .00001% spawn or something. Golden Efreeti Turban is +6 all, kylong if you can wear it, and of course crown of rile.

For neck slot, you can still min max dr/pr with anti-poison neck and plat topaz, fr and cr WGN is the easiest.

Nirgon
04-23-2013, 10:28 AM
I greatly approve of these classic changes.

Cheers to the bugs forum and devs.

Ephirith
04-23-2013, 10:36 AM
I greatly approve of these classic changes.

Cheers to the bugs forum and devs.

KotBK
04-23-2013, 11:02 AM
This isn't true -- I played a cleric on live, never played past kunark (didn't even make it to Velious release) and I very distinctly remember having to use group heroic bond if I wanted to cast heroism on a low level. But don't take my word for it -- obviously what we remember is suspect. People post all sorts of totally wrong crap theyre "sure" of that is disproven by evidence others dig up. Head on over to the bugs forum, read the post concerning this, and then if you still strongly disagree with all the posted evidence located there, find some proof you're right and post it. Now my guess is you're not totally wrong -- EQ probably continued to make changes regarding this throughout it's timeline. You're likely remembering one of these later changes.



Regardless of what some misinterpreted i referred to buff nerfs in general. Like someone else pointed out not ALL buffs level 50 plus should have restrictions which is what i've been referring to and is what the original message sounded like. In the original post it said lvl 50+ had restrictions which indicates all, which is simply not the case and shouldn't ever be on this server. As others have pointed out, yes it may be different than the current. However, a complete nerf to deny powerleveling or higher lvl aid is inaccurate. Knowing that isn't what is intended now makes sense. My memory is fine and i'm not incorrect.

Bamzal Sherbet
04-23-2013, 11:16 AM
its about time shit got classic here. im sick of playing this ezmode wow clone

Sundawg
04-23-2013, 11:26 AM
In the original post it said lvl 50+ had restrictions which indicates all, which is simply not the case and shouldn't ever be on this server. As others have pointed out, yes it may be different than the current. However, a complete nerf to deny powerleveling or higher lvl aid is inaccurate. Knowing that isn't what is intended now makes sense. My memory is fine and i'm not incorrect.


The restrictions scale somewhat based on the spell level of the buff caster and the level of the buff recipient. It was thoroughly researched and don't worry, PLing is not dead.

Nneen
04-23-2013, 11:26 AM
It was level 46+ that could have 51+ spells cast on them. They did this so that the levels that could raid Fear could also be buffed.

Splorf22
04-23-2013, 11:36 AM
I think after Nilbog gets Velious working and has a year or so to bug fix, he should and almost certainly will release a fresh server which will be truly classic, including the correct amount of time between releases.

Thulack
04-23-2013, 11:37 AM
I think after Nilbog gets Velious working and has a year or so to bug fix, he should and almost certainly will release a fresh server which will be truly classic, including the correct amount of time between releases.

We are playing just one long beta to get all the bugs and kinks worked out til the real server is opened!!

Ele
04-23-2013, 11:41 AM
I think after Nilbog gets Velious working and has a year or so to bug fix, he should and almost certainly will release a fresh server which will be truly classic, including the correct amount of time between releases.

:D

heartbrand
04-23-2013, 11:48 AM
wtb progression server through GoD, I know a lot of people hate on GoD but it was the first expac with truly "scripted" raid encounters and the challenge was great, + it downgraded the 72 raid size to 54 which was a better # imo.

Swish
04-23-2013, 11:50 AM
Everyone hates cats on the moon, which I don't understand...because there were some good raid bosses during Luclin :)

fadetree
04-23-2013, 11:59 AM
Luclin? I'd hit that.

Faerie Blossom
04-23-2013, 11:59 AM
I want my gnome SK!

Lojik
04-23-2013, 12:00 PM
Everyone hates cats on the moon, which I don't understand...because there were some good raid bosses during Luclin :)

Shocker.... Swish defending something involving cats.

skipdog
04-23-2013, 12:06 PM
Quick question - are damage shield durations on here the same they were in live? It sure felt like the damage shields were lasting for far less than I remember.

porigromus
04-23-2013, 12:06 PM
Everyone hates cats on the moon, which I don't understand...because there were some good raid bosses during Luclin :)

Never fit into the world of EQ. The mix really broke immersion, not to mention mix matched graphics (characters didn't fit in with the world graphics), bizarre, nexus, ON THE FREAKING MOON w/ CATS, aliens ... I huge pile of fail.

heartbrand
04-23-2013, 12:07 PM
bazaar was awesome but some people here, likely those who hate the compass and things like that, will always hate on it

Swish
04-23-2013, 12:08 PM
Never fit into the world of EQ. The mix really broke immersion, not to mention mix matched graphics (characters didn't fit in with the world graphics), bizarre, nexus, ON THE FREAKING MOON w/ CATS, aliens ... I huge pile of fail.

Not sure what they could have done instead...they'd already had two chapters of "ooh look, an undiscovered island with upgrades".

I thought they mixed it up really well, except for Shadowhaven, which seemed like a weird vendor zone with no planning gone into it at all. As classic as EC is, I liked the bazaar as well :)

radditsu
04-23-2013, 12:18 PM
Not sure what they could have done instead...they'd already had two chapters of "ooh look, an undiscovered island with upgrades".

I thought they mixed it up really well, except for Shadowhaven, which seemed like a weird vendor zone with no planning gone into it at all. As classic as EC is, I liked the bazaar as well :)

A vendor zone you can't even vendor in until you do random things. I am pretty sure everybody starts dubious to the vendors.

A1551
04-23-2013, 12:23 PM
Shocker.... Swish defending something involving cats.

^

radditsu
04-23-2013, 12:25 PM
^

I love love loved the raid content. The moon was a fun expansion. Fighting dem dragons got stale after awhile.

Frogie305
04-23-2013, 12:32 PM
First you take my Double PR buff and now this... Elethia.... The hate consumes me!!!!!!

http://24.media.tumblr.com/dee44779ced307ce718939b04d706d6f/tumblr_ml8xhm0ebT1rxfnb4o1_400.gif

http://fc03.deviantart.net/fs71/f/2012/072/1/7/phoenix_wright_super_objection_by_hcshadowchaos-d4sm5cn.gif

Ele
04-23-2013, 12:38 PM
First you take my Double PR buff and now this... Elethia.... The hate consumes me!!!!!!

I had nothing to do with the PR/Shadoo thing, and half of these aren't even mine.

Just reporting the facts. So many people don't bother reading patch notes, and ask a billion questions in game about changes. ;)

Slytherin
04-23-2013, 12:43 PM
wtb progression server through GoD, I know a lot of people hate on GoD but it was the first expac with truly "scripted" raid encounters and the challenge was great, + it downgraded the 72 raid size to 54 which was a better # imo.

GoD raids were some of my all-time favorites. You want difficult content? Classic GoD is where it is at.

myriverse
04-23-2013, 12:50 PM
Ouch! My track button :(
Silver lining: more time for taxi service.

Everyone hates cats on the moon, which I don't understand...because there were some good raid bosses during Luclin :)
There was a great Old World kitty race that could have been improved upon, thus improving the Erudin side of the world. Many of the Luclin mobs could have just been used in a new part of Norrath. There was no need for the moon.

Anyway... can't wait for next patch.

Swish
04-23-2013, 12:53 PM
Yeah I'd agree there, perhaps EQ2 answered both of those points... Kerrans as a playable race and the moon exploding in the sky suggesting some kind of joke about how the vah shir were always a bad idea to the EQ2 devs.

Faerie Blossom
04-23-2013, 01:29 PM
Luclin was a great expansion, except for the world ports up to the nexus (made world smaller), zones without pvp, lifeless graphics and bazaar (could work on blue servers, but the need for making this zone anti-pvp really ruined it for me). As far as content went, it really was one of the better expansions.

And I don't get why people always hate on the "cats on the moon" thing; I found it inventive and funny.

Swish
04-23-2013, 01:36 PM
I don't know who came up with it on the P99 forums but "cats on the moon" makes me laugh every time I read it.

Too much trolling potential if the bazaar was made PvP active - there'd be no living sellers, and everyone would be poaching buyers as soon as they left the bank to find the seller :D

Faerie Blossom
04-23-2013, 01:38 PM
Too much trolling potential if the bazaar was made PvP active - there'd be no living sellers, and everyone would be poaching buyers as soon as they left the bank to find the seller :D

Which is why the bazaar should not have been included on 'Zek servers. I liked my Gfay trading, thank you very much! :P

Frieza_Prexus
04-23-2013, 01:40 PM
And I don't get why people always hate on the "cats on the moon" thing; I found it inventive and funny.

I think the objection came from poor execution and that it just came out of nowhere. I know it's an elf simulator, magic, etc., but their origin was that a tactical nuke sent them to the moon? That's silly. No weird portals, no migrations, just straight up *lol rocket.*

No one hated on the Shissar because there was a cool story about the Green Mist, and epic struggle, and a species-wide migration. Moon cats were just "there." There were plenty of ways to make them cool, they just didn't. For example, they could have been slaves of the Combine Empire, they could have worshiped Luclin, and were taken away as her chosen, whatever.

Plus, they looked like a bunch of Furries, and who wants that running around? (On second thought, EQ did attract a lot of "those" types. Hmm...)

Putting Kerrans on the moon via Nuclear Pulse Detonation (http://www.projectrho.com/public_html/rocket/enginelist.php#id--Pulse) was lame.

nilbog
04-23-2013, 01:48 PM
Cats on the moon not happening on my watch.

Faerie Blossom
04-23-2013, 01:54 PM
Nilbog! While we have you here, can you please tell us if we'll ever get to see gnome SKs? I'm hoping against hope that we will, and I'm holding out on making a SK for just this reason.

Maybe you could allow one as like a contest prize??

Loly Taa
04-23-2013, 01:58 PM
Here's a solution, just change all Luclin cat npcs into Froglok npcs in the database!

It'll make the quest dialogue hilarious.

SirAlvarex
04-23-2013, 02:02 PM
I think it'd be cool if you opened up Kerra Isle as a starting city, but still had the VS as a starting race. It could be swung that the VS were the "strongest" of our kin, thus the different models.

Mostly I just want one of my favorite zones in the game to actually have a use :(

Ele
04-23-2013, 02:17 PM
Nilbog! While we have you here, can you please tell us if we'll ever get to see gnome SKs? I'm hoping against hope that we will, and I'm holding out on making a SK for just this reason.

Maybe you could allow one as like a contest prize??

Will likely never happen on this server as it was added during Luclin.

------------------------------
March 19, 2002
------------------------------

** Changes for Low Level Characters **

- Halflings and Gnomes have new classes available to them: Halfling
Rangers and Paladins as well as Gnome ShadowKnights and Paladins. All
of the necessary NPCs and items should be available for these new
classes.

Ele
04-23-2013, 02:18 PM
Quick question - are damage shield durations on here the same they were in live? It sure felt like the damage shields were lasting for far less than I remember.

Damages shields have a duration commensurate with the time period this server is recreating.

Faerie Blossom
04-23-2013, 02:24 PM
Will likely never happen on this server as it was added during Luclin.

------------------------------
March 19, 2002
------------------------------

** Changes for Low Level Characters **

- Halflings and Gnomes have new classes available to them: Halfling
Rangers and Paladins as well as Gnome ShadowKnights and Paladins. All
of the necessary NPCs and items should be available for these new
classes.

I know, but Nilbog is awesome and supercool, so he would probably add gnome SKs because he's a kind-hearted and intelligent individual.

bridgetroll
04-23-2013, 02:27 PM
Cats on the moon not happening on my watch.

thank god we have you nilbog. to protect us from ourselves.

formallydickman
04-23-2013, 04:10 PM
Cats on the moon not happening on my watch.

<3

fadetree
04-23-2013, 04:16 PM
While Gnome SK's are admittedly the bomb, if the price is to allow those miserable peck rangers around as well, I'd rather pass.

Hasbinbad
04-23-2013, 05:51 PM
the blue diamond crash of 2013
hoshkar
WTS Thex Dagger 2mil pp

Hasbinbad
04-23-2013, 05:53 PM
Cats on the moon not happening on my watch.
Nilborg 2016: Resistance is Fertile

Faerie Blossom
04-23-2013, 05:54 PM
I wonder if any of the pvp changes will be coming with this patch.

Hasbinbad
04-23-2013, 05:55 PM
I wonder if any of the pvp changes will be coming with this patch.
nbd cares

Xadion
04-23-2013, 06:33 PM
halfling pallys FTW

gnome sk's FML

skipdog
04-23-2013, 06:39 PM
Damages shields have a duration commensurate with the time period this server is recreating.

Cool, I've just had a couple people mention to me that the current damage shield timers were NOT classic, so just wanted to check and see if they were full of it or not.

Thanks for the answer!

odiecat99
04-23-2013, 06:40 PM
why the fuck did I just buy a compass off bubar? that shits classic right?

YendorLootmonkey
04-23-2013, 08:03 PM
Kunark release date: April 24, 2000
Velious release date: December 5, 2000

http://thedruidsgrove.org/archive/eq/t-2049.html

Tekkin51druid 10-25-2000, 08:27 AM
I agree with everyone on all their posts, they are all great places to plvl. I just thought i would add that another great place to plvl from about 16-22 is in DC at the gobbie camp. EZ mobs, and its usually not that crowded, plus u have a chance at bilge spawning (PKT *Drool*). The gobbies spawn pretty fast, and the chloro can usually out do their dmg (meaning u heal faster than they deal dmg) although lvl 19 heal spell is necessary. If u r 54 and plvling them then it's even better cuz u got regrowth hehe. Then a great place from lvl's 22-30 is at the sarnaks in LOIO. Goto the castle, and go in like just past the entrance. It's never heaavily camped, and the mobs give xp up thru 31 if not higher. From then on, it gets harder to plvl and gets slower, so it's not as fun. If you want to grp from 31+ i suggest CT til 35, then Lower GUK spider room til 41, and then guk/solb/DL until 50. Karnors from 51-55, and depending on what class u r u can go solo in tim deep til 60. O btw, if u r a solo class u can solo from 40-54 with great xp off of the spirocs in tim deep. Hope this all helps.

Tekkin Underpaw lvl 51 Druid Essence of Immortality
Aulien Azzkika lvl 23 Warrior Divine
Sinamyan al'Thor lvl 12 Necromancer

How much other stuff is getting changed based on player's "solid recollection" vs. verifiable evidence?

SirAlvarex
04-23-2013, 08:24 PM
Kunark release date: April 24, 2000
Velious release date: December 5, 2000

http://thedruidsgrove.org/archive/eq/t-2049.html



How much other stuff is getting changed based on player's "solid recollection" vs. verifiable evidence?

Yender does have a point, and it's that *Some spells* have a level restrction. Cited Source: (http://everquest.allakhazam.com/history/patches-2003-1.html)

June 11, 2003

- Spell level limits now enforced - Some high level spells cannot be
cast on characters under a certain level. In the past a caster could
get around this level restriction when casting a group version of a
spell by targeting a higher level group member, and the spell would
take effect on the whole group, regardless of their level. That
loophole has been closed. We're sorry if you have grown accustomed to
the system working this way, but those level restrictions are important
to the integrity of lower level gameplay.

That's the only patch message I've seen that explicitly mentions the restriction. This link (http://www.therunes.net/forums/viewtopic.php?f=39&t=2741) contains a bunch of Enchanters discussing how each spell has a level restriction...but some of them aren't what you'd expect.

Ele
04-23-2013, 08:37 PM
Kunark release date: April 24, 2000
Velious release date: December 5, 2000

http://thedruidsgrove.org/archive/eq/t-2049.html



How much other stuff is getting changed based on player's "solid recollection" vs. verifiable evidence?

You are relying on a guy that wasnt even of level to cast the spell?

YendorLootmonkey
04-23-2013, 08:40 PM
You are relying on a guy that wasnt even of level to cast the spell?

Or may have had the spell cast on him? Where's the verifiable evidence stating when this restriction got put in?

Kimm Barely
04-23-2013, 08:41 PM
I greatly approve of these classic changes.

Cheers to the bugs forum and devs.

YendorLootmonkey
04-23-2013, 10:00 PM
Nevermind, I lose. :(

https://groups.google.com/d/topic/alt.games.everquest/Mk49TaHVFnY/discussion

Sorry, newbies whom I like to buff/protect!

Cippofra
04-23-2013, 11:01 PM
Hey guys, there's this classic server that I love, but the idiots running it keep screwing it up by making it classic. Its like for some stupid reason they just assume that I want the classic server to be classic. I see other servers out there, but they aren't classic. Anyone know where I can find a classic server without all those silly classic things that make it classic?

Samhain
04-24-2013, 09:41 AM
I think perhaps 2% of players tops (with margin of error of 3%) are for these changes.

100% of players want to see Vellious.

IMO time would be better spent working on the latter than randomly timed nerfs of mechanics that have existed for years.

Dev's patching in changes no one wants to fulfill The Vision(tm). Shits classic.

Ele
04-24-2013, 09:44 AM
I think perhaps 2% of players tops (with margin of error of 3%) are for these changes.

100% of players want to see Vellious.

IMO time would be better spent working on the latter than randomly timed nerfs of mechanics that have existed for years.

Dev's patching in changes no one wants to fulfill The Vision(tm). Shits classic.

For the greater good, this is but the paving stone.

I think after Nilbog gets Velious working and has a year or so to bug fix, he should and almost certainly will release a fresh server which will be truly classic, including the correct amount of time between releases.

Rhambuk
04-24-2013, 09:56 AM
I think perhaps 2% of players tops (with margin of error of 3%) are for these changes.

100% of players want to see Vellious.

IMO time would be better spent working on the latter than randomly timed nerfs of mechanics that have existed for years.

Dev's patching in changes no one wants to fulfill The Vision(tm). Shits classic.

epicemu sleeper server if you want velious.

This is a classic remake for people who want classic features, i personally started because i like the classic features not the pixels. You think its a waste of time and they should work on velious keep your mouth shut and be patient its not like they just gave up on velious. These changes will continue to come or it WILL be the death of the server...

baramur
04-24-2013, 02:50 PM
It was level 46+ that could have 51+ spells cast on them. They did this so that the levels that could raid Fear could also be buffed.

It was 11 levels varience up to 46 plus. At 41 you could have level 52 buffs cast on you, 42 you could have 53, etc. This did not apply to heals. At 46 the restrictions moved completely.

Nihilist_santa
04-24-2013, 02:52 PM
Could we get some clarification on just how far the nerf/patch timeline will go? Does it stop at the point Luclin came out? I just think this whole appeal to "classic" thing is kind of ridiculous considering with the patch timeline most of us quit due to these patches/expansions on live.

Ele
04-24-2013, 03:29 PM
Could we get some clarification on just how far the nerf/patch timeline will go? Does it stop at the point Luclin came out? I just think this whole appeal to "classic" thing is kind of ridiculous considering with the patch timeline most of us quit due to these patches/expansions on live.

Up to December 3, 2001, the day before Luclin.

Arrisard
04-24-2013, 03:56 PM
Up to December 3, 2001, the day before Luclin.

I really hope they re-examine that hard stance a bit when the time comes. I'm not asking for cats on the moon or peck hybrids, but nosing around patch notes from that time you clearly see that there was a lot of Velious re-tuning and re-itemization going on during that time, before and after, that really didn't have any anything to do with Luclin. Blade of Carnage never getting Enraging Blow is ridiculously lame, for example :rolleyes: (If that's true, I've only heard a couple say it's a post Luclin change, I haven't looked into it though)

Ele
04-24-2013, 04:50 PM
I really hope they re-examine that hard stance a bit when the time comes. I'm not asking for cats on the moon or peck hybrids, but nosing around patch notes from that time you clearly see that there was a lot of Velious re-tuning and re-itemization going on during that time, before and after, that really didn't have any anything to do with Luclin. Blade of Carnage never getting Enraging Blow is ridiculously lame, for example :rolleyes: (If that's true, I've only heard a couple say it's a post Luclin change, I haven't looked into it though)

February 13, 2002 (2 months post Luclin)
http://www.legacyofsteel.net/Archives/Post/2002-02-13

Oh and hot damn -- the new AoW spawn trigger is simply brilliant. Thank god. For those of you who don't know what I am talking about, there is now a trigger mob for the AoW. And the best part is -- HE DROPS NO LOOT. There's no reason to kill him!!! We didn't want to compete with other guilds for the Statue. Now those guilds can go kill Vindi and Statue in peace. And we don't have to wake up and find out that yet another AoW was left sitting lonely in Kael for 45 minutes. Absolutely brilliant. THANK YOU VERANT.

So speaking of AoW, we didn't know about the whole trigger spawn thing so we headed there as soon as the server was up. We teamed up with our homies, Shock of Swords, and downed the AoW yet again. The loot was nice -- a ring for Rathji, legs for Siak and Kyntaro and the newly upgraded Blade of Carnage to Bzul and Falis (well one of those was from my bank account). Hahaha by the way, I read that some of you retards on other servers sold your BoC's for Peridot money. Rofl -- GG.

heartbrand
04-24-2013, 04:52 PM
I really hope they re-examine that hard stance a bit when the time comes. I'm not asking for cats on the moon or peck hybrids, but nosing around patch notes from that time you clearly see that there was a lot of Velious re-tuning and re-itemization going on during that time, before and after, that really didn't have any anything to do with Luclin. Blade of Carnage never getting Enraging Blow is ridiculously lame, for example :rolleyes: (If that's true, I've only heard a couple say it's a post Luclin change, I haven't looked into it though)

Right on the money with this one

heartbrand
04-24-2013, 04:53 PM
O god just saw luclin loot and drooled

Faerie Blossom
04-24-2013, 04:55 PM
Why is no one else excited about the prospect of the proposed pvp changes coming with this patch?

heartbrand
04-24-2013, 05:02 PM
because there are none

bizzum
04-24-2013, 05:08 PM
February 2, 2013 (2 months post Luclin)

Ele confirmed doesn't know how to deal with non-US date orders!! :P

You mean February 13th 2002?

Ele
04-24-2013, 05:09 PM
Ele confirmed doesn't know how to deal with non-US date orders!! :P

You mean February 13th 2002?

You caught me. Time entry software wants American style and I switch back and forth all the time. :(

Ele
04-24-2013, 05:10 PM
Hopefully this makes it in too:

http://www.project1999.org/forums/showthread.php?t=106534

Elmarnieh
04-24-2013, 05:31 PM
Why is track being limited to 20 npcs? I don't remember it every being that way.

Ele
04-24-2013, 05:34 PM
Why is track being limited to 20 npcs? I don't remember it every being that way.

Pre-scroll bar track window.

Ele
06-11-2013, 03:08 PM
Soon (TM)

More inclusions:

Based on my findings:

Druids in the Karanas placed on JaggedpineTreefolk and JaggedpineTreefolk faction adjusted.

Many NPC druids and Rangers on Antonica will "green agro" you.

Many NPC druids and treants in the Karanas will now actively protect Bears and Wolves in their areas.

The above does not apply to the unkempt druids in the Rathe Mountains, despite them claiming to run a Bear Preserve.. :rolleyes:

Beware next time your druid succors you from a near death experience, the Jaggedpine Treefolk may not show mercy once you land.

Fixed, pending update.

Pending update, you can gain no more than 11% of your current level from a single kill.

Pending update, you can gain no more than 11% of your current level from a single quest turnin. If you can find evidence to the contrary, this part of the change can easily be reversed.

Nirgon
06-11-2013, 03:09 PM
Great to see all this

Nirgon
06-11-2013, 03:11 PM
Right on the money with this one

Yeah not really

Splorf22
06-11-2013, 05:11 PM
I think we need to fix NPC spellcasting (they aren't casting enough), fix resists (including 255 cap), and then patching that combined with invis pulls will finally end the trivial boss kills we've been seeing here on P1999.

FenninEQaddict
06-11-2013, 05:26 PM
The Patch that never came?

Ele
06-11-2013, 05:34 PM
The Patch that never came?

Soon (TM)

kotton05
06-11-2013, 05:38 PM
Wuhhh I have a red line on my screen from the last post that says hi at the top

Nirgon
06-11-2013, 05:40 PM
If anything I'm feeling like trash mobs have too much mana still

Karkona
06-12-2013, 01:38 AM
Mmm one day I'll stop being lazy and confirm those underwater goblins in Oasis have wayyy too much hp for caster npc's and that gypsy enchantress in Lake Rathe should be dropping basic coin loot. Someone else do it, I'm too lazy.

canibiss420
06-12-2013, 01:48 AM
Originally Posted by kanras View Post
Any spell from level 49 and below could be cast on anyone regardless of level. However, level 50+ spells had restrictions.
Fixed, pending update.

Where's the proof this should happen. I remember on live my lvl 13 Froglok Wizard hunting in Paludal Caverns with Virtue and KEI before it was nerfed.

Kagatob
06-12-2013, 01:51 AM
Originally Posted by kanras View Post
Any spell from level 49 and below could be cast on anyone regardless of level. However, level 50+ spells had restrictions.
Fixed, pending update.

Where's the proof this should happen. I remember on live my lvl 13 Froglok Wizard hunting in Paludal Caverns with Virtue and KEI before it was nerfed.

Are you sure it wasn't "Hand of" Virtue? Which like KEI is a group spell and wasn't privy to such restriction earlier on. /teach

Faerie
06-12-2013, 01:54 AM
Love your sig, Kaga!

Kagatob
06-12-2013, 02:00 AM
Love your sig, Kaga!

http://25.media.tumblr.com/d8ec54cce666f05e4cbafc73c4f2d7c5/tumblr_mgkxa0AS6P1r3x3fjo1_500.jpg

Lostprophets
06-12-2013, 02:22 AM
/cough

Most important one I think ;)

http://www.project1999.org/forums/showpost.php?p=932760&postcount=15

2. Bazzt Zzzt and Eye of Veeshan: These hit way too fast and hard. They will be nerfed. The only thing stopping me is Sirran being charmable; I'd like to make the changes simultaneously.

Fixed, pending update.

t0lkien
06-12-2013, 06:28 AM
Would rather see Velious as opposed to a pile of changes that will need to be undone once Velious is open anyway.

Feels counterproductive.


Nah I like their attention to detail. It's necessary, and saves loads of issues later. Attention to detail just may be the most desirable quality in a dev there is IMO.

A1551
06-12-2013, 07:07 AM
Would rather see Velious as opposed to a pile of changes that will need to be undone once Velious is open anyway.

Feels counterproductive.

It isn't -- if the change is something that has to be changed again (think blue diamond gear) I'm pretty sure they just flag when on the timeline it is supposed to flip in the DB and the change becomes automatic for future runs of the timeline. At least this is what they have specifically said about a number of changes.

Kagatob
06-12-2013, 07:09 AM
It isn't -- if the change is something that has to be changed again (think blue diamond gear) I'm pretty sure they just flag when on the timeline it is supposed to flip in the DB and the change becomes automatic for future runs of the timeline. At least this is what they have specifically said about a number of changes.

eqmaze is referring to the effort put fourth to do said change instead of developing more Velious era content.

TarukShmaruk
06-12-2013, 12:32 PM
I'm excited. Especially about the lower NPC mana pools - I'm level 24 and it's completely absurd how many nukes and heals and other spells these light blue mobs can chain cast.

Sundawg
06-12-2013, 12:44 PM
Originally Posted by kanras View Post
Any spell from level 49 and below could be cast on anyone regardless of level. However, level 50+ spells had restrictions.
Fixed, pending update.

Where's the proof this should happen. I remember on live my lvl 13 Froglok Wizard hunting in Paludal Caverns with Virtue and KEI before it was nerfed.

It was exhaustively researched, including testing on EQmac which retains the old spell level limits.

(Hand of) Virtue, KEI, and any other group spell bypasses these level restrictions by targeting the spell caster him/herself and no checks are made on the casters fellow group members).

Nirgon
06-12-2013, 01:03 PM
ETA on mage pet summoned sword procs fix (same patch note as SK epic bash for all, but add both to timeline for Project BigBoy) and necro heal retro being not dispellable?

Big ups on sky becoming a REAL raid zone now.

Wotsirb401
06-12-2013, 01:20 PM
For me , I am excited to get an actual King group and clear tons of shroomz! Shroomz speak for itself and not to mention many more cobalt bracers hitting the market!

baramur
06-12-2013, 01:28 PM
If you are going to nerf rogues, then you had better to away the fact that you can stack ivu and invis, and you COULD NOT do this on live. The only way you could have both was after luclin with the aa group invis/ivu. Basically if you dont fix this all your doing is making rogue the same as any other person that stacks invis.

Messianic
06-12-2013, 01:39 PM
Reduced NPC mana pools, pending update.

So freaking happy about this.

Aaron
06-12-2013, 01:41 PM
You have proof that invis and ivu didn't stack? I don't remember that being the case.

Aeolwind
06-12-2013, 01:44 PM
You have proof that invis and ivu didn't stack? I don't remember that being the case.

I do remember this. To get them to stack you had to have them land at virtually the same time. What made Guk such a pain in the ass.

Thanks for bringing this up. I'll make a bug report for ya.

Ele
06-12-2013, 02:04 PM
Would rather see Velious as opposed to a pile of changes that will need to be undone once Velious is open anyway.

Feels counterproductive.

must strive for perfect patch timeline for P99v2.0

nilbog
06-12-2013, 02:04 PM
Totally remember having a buffing line in front of the fear portal, with cycled invising happening. Had to be done in a certain order in a certain way.

Along the lines of.. start casting invis vs undead on yourself. When group member sees you start casting, they start casting regular invis. Invisibility vs undead lands on you. Group member's invis lands, and stacks on top of the existing IVU. They both had to be 'in progress' or something or it wouldn't work.

When that stopped or what it made it work to begin with, I do not know. Would not argue with it's removal if evidence points that it should not work. All I can say is.. it certainly did at one point.

fadetree
06-12-2013, 02:27 PM
Guessing here, but I imagine te spell check ( is this guy already invis/invis undead ) fired when the spell was cast, not when it landed. That's what made it work. Evidently it didn't follow normal stacking rules because teh effects were technically different.

Nirgon
06-12-2013, 02:45 PM
must strive for perfect patch timeline for P99v2.0

Project BigBoy

Ambrotos
06-12-2013, 02:46 PM
Its the problem with agro assist is how people are solo pulling while invs.

Nirgon
06-12-2013, 02:47 PM
If you are going to nerf rogues, then you had better to away the fact that you can stack ivu and invis, and you COULD NOT do this on live. The only way you could have both was after luclin with the aa group invis/ivu. Basically if you dont fix this all your doing is making rogue the same as any other person that stacks invis.

Now I do certainly remember being able to stick both if you used the AA (at least for as long as I played during that time). That was the difference between the two.

Its the problem with agro assist is how people are solo pulling while invs.

Even more so sir. On live if I got rezzed next to a freshly pulled mob in plane of fear, it would insta-gib my wizard.

This is also an issue with how Sirran works..

When he gets "pissed" he should turn to "scowls" to all. This consequently performed the same "should I add you? you're in my aggro raidus!" check that is missing. Regardless if he's engaged by someone else. If something that scowls runs past you, it should add you. If something that scowls runs past something you've rooted somewhere, it should try to pick up that hate list as well.

Ambrotos
06-12-2013, 02:57 PM
Just like if you asked him where the phat loot was he would kill everyone? There are reasonsa why people wernt allowed to use /say in sky. It could wipe raids.

Im more classic than you Nirgon!@

Nirgon
06-12-2013, 03:01 PM
Im more classic than you Nirgon!@

Get me some of what this fella is smoking.

PS: I lika you. I hope you lika me.

BTW Phat Lewts was PoG mob.. relevant to A'wind's interests:


Prince Thirneg will then say, "You will find no 'Phat Lewts' here!! Your selfishness will be your downfall!".

Nirgon
06-12-2013, 03:11 PM
And one more thing...

Anyone who was ever on Sirran's hate list when he died should have taken a permanent and irreversible hit to their plane of sky faction :).

But I'm not that mean.

How bout this?


3) AE spells are Verbotten (Forbidden) on Island 1. The Quest hall is right below Island 1 and the quest mobs will agro (and chain agro) up to the island if hit. This WILL cause a wipe. Also, Dueling in PoSky is Verbotten. The creatures in PoSky do not like this and will agro.

Ele
06-12-2013, 03:30 PM
And one more thing...

Anyone who was ever on Sirran's hate list when he died should have taken a permanent and irreversible hit to their plane of sky faction :).

But I'm not that mean.

How bout this?

Dueling on isle 1 should aggro the quest givers as well.

Hailto
06-12-2013, 03:35 PM
Sounds like another patch full of stuff to ruin peoples fun, I sure am glad we are recreating every classic mistake though.

Nirgon
06-12-2013, 03:37 PM
Sounds like another patch full of stuff we missed, I sure am glad we are recreating a very classic server.

I'll fix this for you instead of washing your mouth out with soap and water

Aeolwind
06-12-2013, 04:26 PM
Dueling on isle 1 should aggro the quest givers as well.

Hmmm

Nirgon
06-12-2013, 04:31 PM
^ I blame Ambrotos for all of the above coming out! Couldn't leave well enough alone!

(Greatly increase quest giver social aggro range or w/e, should do the trick)

Ele
06-12-2013, 04:39 PM
Dueling on isle 1 should aggro the quest givers as well.

Hmmm

http://www.runen.co.uk/Everquest/PoSky_Guide.htm
- Never duel in the Plane of Sky because the mobs do not like it and will attack you if you do so.
- Do not use any AE on the first island. This is because the quest hall is right under it and using AE will aggro the quest hall monsters, which you do not want to happen

http://www.angelfire.com/freak/eqjonze/guides/planes/planeofsky1/posguide.pdf
It is generally never a good idea to either duel or cast area effect damage or stun spells in Plane of Sky. On the first island, dueling will aggro the quest based efreeti’s underneath in the quest room who will begin death touching players and wiping out the raid very quickly. Dueling on Gorgalask Island will cause passing MOBs to consider you free game and will begin attacking you immediately. Area effect spells also have similar effects. Even area spells with very small ranges like the enchanter line of color stuns will aggro things like the efreeti’s under Key Master Island. Another thing to take note of are weapons that proc area effect damage or stuns as these will be just as dangerous. As a general rule, you never know what area effect spells or dueling will aggro, so try to avoid it if you’re not one-hundred percent sure.

http://www.monkly-business.net/index.php?pageid=sky
WORDS OF CAUTION:

The Sky inhabitants have a peculiar notion of aggro. Sirran will assist mobs that are fought next to him (you don't want that, Sirran hits for 2000). Also, all the efreeti will attack you if you either duel close to them or unintentionally cast a non player friendly spell on someone (ie, bards AoE damage on group, etc...). Same is said for quest hall on island, do not duel and be careful of AoE on island one.

https://groups.google.com/d/msg/alt.games.everquest/xMFaSvZArsA/iH3ddisBicIJ
May want to watch out if you're dueling. You can get aggro from nasty
places. The best thing to do is die to Sirran. That way you'll have more
than 10 minutes to res plus you wont get things like a train of all the
genies from the quest room. Although it's kinda funny seeing them all
come up and whack the people dueling.

...

Get yourself killed where you are, duel can be a bad idea, I hear it agros
all sorts of fun stuff.

Aeolwind
06-12-2013, 04:43 PM
OH, I KNOW that is classic. We used to use it to cause corpses we could summon across the islands easier. We had more people than keys so leaving corpses was common practice.

/duel PUNCH RAWRRRRRRRRRRRR Loading, Please wait...

I'm just trying to figure out how to make it work.

Ele
06-12-2013, 04:45 PM
OH, I KNOW that is classic. We used to use it to cause corpses we could summon across the islands easier. We had more people than keys so leaving corpses was common practice.

/duel PUNCH RAWRRRRRRRRRRRR Loading, Please wait...

I'm just trying to figure out how to make it work.

Posted a thread in bug reports just to be safe.

Considering that they also aggro if detrimental spells are cast on a pc by another pc, can you make them like city guards? We certainly don't want them assisting or attacking NPCs though.

Nirgon
06-12-2013, 05:51 PM
Right, even if the other player is protected (because of not being in pvp level range, or not in a duel with you) .. it will still piss off the npcs. It looks for hostile action taken, not whether or not they resist, it misses, or are invuln/protected.

Shit is gettin' real classic in this thread.

Vondra
06-12-2013, 06:24 PM
I think it's better to go ahead and just recreate as closely as possible.

Yeah, there's a laundry list of things that are obnoxious and it'd probably be more fun without, but making decisions on stuff like that is the first step towards just deciding things on a whim based on what you think the game should and shouldn't have.

Kiwaukee
06-12-2013, 06:30 PM
If something that scowls runs past you, it should add you. If something that scowls runs past something you've rooted somewhere, it should try to pick up that hate list as well.

While this may be true in Sky, where agro is bonkers, it's not so in other zones.

RTA mobs that have hate on someone else and run past you should only put you on their hate list if you are actively engaged with a mob they are social with, and only when that mob is also within their radius (they "see" you attacking it). If you are sitting on a wall afk and someone trains past you, you should only get agro if the mobs path back through you without a hate list after the training player dies, FDs, or zones.

Likewise, if you have a mob rooted and another mob moves into its radius, that mob should only put you on its hate list if it is social with the mob you have rooted or if it is RTA and you are also within its aggro radius (normal aggro).

I reported a similar issue a few days ago regarding Cazel assisting a rooted zombie in Oasis while I was several hundred units away, on the other side of the beach. That shouldn't happen, because Cazel shouldn't be social with zombies.

Razdeline
06-12-2013, 06:42 PM
Do not forget Undead. Undead mobs should always switch aggro if ran by someone else that is KOS. Not sure how this works if they have developed hate.

I think certain mobs such as undead would attack whoever was the closest to them. If they had developed hate, I *believe* they would aggro that person.

How proximity aggro used to work: Anyone that ran by a "KoS" mob would get added to aggro list. Not just the first person to gain social aggro or develop hate to the mob.(how it is on p99 currently)

I remember this vividly in the Velious time frame. I used my friends necro(think it was level 9) with IVU/SoW/and Levi to train Spectres at the docks. I used to blame it on the higher level people in the zone. Was fun being a sadistic 15 year old. Once time I think I killed 20+ newbs. These were the days when you would have 40 people on the beach alone.

Nirgon
06-12-2013, 06:49 PM
Right if it is social, should have amended my statement but I think they know what I mean.

If you have a skeleton that scowls and a guard that scowls runs past, the guard shouldn't grab you.

If you have a guard rooted, and a guard of the same faction runs past, it should add you to its hate list.

Razdeline
06-12-2013, 07:02 PM
Right if it is social, should have amended my statement but I think they know what I mean.

If you have a skeleton that scowls and a guard that scowls runs past, the guard shouldn't grab you.

If you have a guard rooted, and a guard of the same faction runs past, it should add you to its hate list.

Whoever is closest, gets aggro. Just like root.

Kiwaukee
06-12-2013, 07:10 PM
Do not forget Undead. Undead mobs should always switch aggro if ran by someone else that is KOS. Not sure how this works if they have developed hate.

I think certain mobs such as undead would attack whoever was the closest to them, regardless of everyone else that had social aggro.

I remember this vividly in the Velious time frame. I used my friends necro(think it was level 9) with IVU/SoW/and Levi to train Spectres at the docks. I used to blame it on the higher level people in the zone. Was fun being a sadistic 15 year old. Once time I think I killed 20+ newbs. These were the days when you would have 40 people on the beach alone.

If this happened, it was only for proximity aggro. Any mob that has any amount of hate over proximity aggro on a player should never move another player to the top of its list without that player doing something to it that results in developing hate. Even undead.

Razdeline
06-12-2013, 07:14 PM
If this happened, it was only for proximity aggro. Any mob that has any amount of hate over proximity aggro on a player should never move another player to the top of its list without that player doing something to it that results in developing hate. Even undead.

Well said, let me edit what I said. Proximity aggro is what I meant, not social.

Razdeline
06-12-2013, 07:18 PM
Do not forget Undead. Undead mobs should always switch aggro if ran by someone else that is KOS. Not sure how this works if they have developed hate.

I think certain mobs such as undead would attack whoever was the closest to them. If they had developed hate, I *believe* they would aggro that person.

How proximity aggro used to work: Anyone that ran by a "KoS" mob would get added to aggro list. Not just the first person to gain social aggro or develop hate to the mob.(how it is on p99 currently)

I remember this vividly in the Velious time frame. I used my friends necro(think it was level 9) with IVU/SoW/and Levi to train Spectres at the docks. I used to blame it on the higher level people in the zone. Was fun being a sadistic 15 year old. Once time I think I killed 20+ newbs. These were the days when you would have 40 people on the beach alone.

Kiwaukee
06-12-2013, 07:38 PM
How proximity aggro used to work: Anyone that ran by a "KoS" mob would get added to aggro list. Not just the first person to gain social aggro or develop hate to the mob.(how it is on p99 currently)

Err... don't think that's true. If you're running through kithicor at night and a zombie prox aggros you and starts chasing you, then I run up alongside you and take off in a different direction, the zombie shouldn't come running after me once you die, zone, or FD unless I do something to get its attention (snare it, damage it, buff you, heal you, etc.).

There are only four ways a second player should get aggro on a KoS mob that's got a player on its hate list. The first is to do something deterimental to the mob or beneficial to the player on its hate list. The second is to get within melee range while the mob is rooted (or casting range and aggro range if the first player is outside casting range and the mob is capable of casting detrimental spells). The third is to be within aggro range when the first player dies, zones, or FDs. The final way is if the mob only has proximity aggro on the first player and the second player is engaged with a second mob that is social with the first mob. Some mob types (undead, for example) prioritize assisting their friends over chasing someone who they only aggro'd because of proximity.

The reason those spectres aggro'd people at the docks instead of continuing to chase your asshole necro was because someone was engaged with a zombie or skeleton or hit one of them with an AoE (bard song, most likely).

Gustoo
06-12-2013, 07:56 PM
Where is the sweet info regarding things like racial hide found? It doesn't make sense that racial hide doesn't work versus undead, when rogue hide does. I don't remember from live because I never used hide back then.

Just wanna see what other harmful changes are going to be implemented way late game here =/

Nirgon
06-12-2013, 08:01 PM
Unfortunately not everything that worked a certain way or another is logged :/.

But I know my dark elf hide would hide me from players (occasionally, more like rarely) whereas the rogue version worked very consistently and at a certain point let them sneak around vs some of the mobs in plane of hate.

kaev
06-12-2013, 08:12 PM
Err... don't think that's true. ...

The reason those spectres aggro'd people at the docks instead of continuing to chase your asshole necro was because someone was engaged with a zombie or skeleton or hit one of them with an AoE (bard song, most likely).

Not true sir. Undead that had only been proximity agro'd would switch targets to whichever KOS & non-IVU player in agro range they were closest to (well, actually, they would start with any sitting chars in agro range, sit agro was a bitch.) Spectres in Oasis that were trained past other players (with proximity agro only) would happily gib a player, or two, or six, or twenty, and then resume chasing the player that had trained them if still in the zone. Because of that you could often tell when it was a deliberate train in Oasis, tho the guides (and some GMs) seemed just as clueless as the newbs who got slaughtered. Classic undead agro also made Unrest on live a lot more dangerous than it is on this server.

kaev
06-12-2013, 08:19 PM
Where is the sweet info regarding things like racial hide found? It doesn't make sense that racial hide doesn't work versus undead, when rogue hide does. I don't remember from live because I never used hide back then.

Just wanna see what other harmful changes are going to be implemented way late game here =/

Racial hide did not work vs. undead, that was a rogue class special and it will be a good correction. My live wood-elf ranger, hunting wisps in WC at a level lower than ranger class gets hide, learned to look and see if a skel was pathing his direction before hiding to meditate or whatever after getting killed a couple times despite having verified that hide had worked (by conning a live mob.) I was very surprised when I found that non-rogue hide works vs. undead here (and I have exploited the hell out of it, of course.)

Tecmos Deception
06-12-2013, 08:22 PM
I was very surprised when I found that non-rogue hide works vs. undead here (and I have exploited the hell out of it, of course.)

^

Nirgon
06-13-2013, 12:19 AM
Now... why is it that dragon aoe's like Quarm's go through walls on EQ Mac but Vox/Naggy breaths are blocked by them here?

I remember getting feared by Vox in Kunark pre 52 cap from down the ramp unless I was way OOR.

Ambrotos
06-13-2013, 02:28 AM
Because if everyone's memory was 100% fact, then the world would be that much easier.

It's because later on down the line they ended up making walls not really walls. People who played classic know for a fact people would sit around a corner to heal or dodge AoE spells. It's when the game went full retard when things went to shit.

pasi
06-13-2013, 02:29 AM
Now... why is it that dragon aoe's like Quarm's go through walls on EQ Mac but Vox/Naggy breaths are blocked by them here?

I remember getting feared by Vox in Kunark pre 52 cap from down the ramp unless I was way OOR.

AFAIK, AOEs were always blocked by walls provided the dragon/npc was not in line of sight. I don't know of any guilds that did not wall Aaryonar or Ventani.

Quarm is a funny example since we bone melted/ignite bones/chill bones our first dozen kills of him so that his AOEs would hit significantly less people due to smaller hitbox/walls. I haven't played EQMac, but I remember people thinking his AOEs were unavoidable until we fought him as a skeleton. Maybe this had to do with the shrinking of the hitbox?

People who got feared from Vox down the ramp were generally behind the door boulder, I think?

Kinda drunk and forumquesting.

Nirgon
06-13-2013, 02:30 AM
Ya Aary got walled... hum..

Think fear'd hit but not breath then.

Hasbinbad
06-13-2013, 02:52 AM
'in progress' or something
This was tick bug/feature mechanics which don't exist on eq emu. This is also how rogue sneak pulling was accomplished on live.

Hasbinbad
06-13-2013, 02:54 AM
On live, things that were not direct input from players could only happen - and specifically, mobs could only begin an action - on time intervals colloquially called ticks, which happened serverwide to every mob every 7? seconds.. You could get a lot done in that time, before the mob had a chance to react. IIRC, landing invis and ivu exploited this same mechanic.

Hasbinbad
06-13-2013, 02:55 AM
Also IIRC, you guys tried to emulate ticks before but it was a PITA?

Nirgon
06-13-2013, 03:24 AM
WoW totems were like that

Phats
06-13-2013, 04:29 AM
Why is no one else excited about the prospect of the proposed pvp changes coming with this patch?

Not true sir. Undead that had only been proximity agro'd would switch targets to whichever KOS & non-IVU player in agro range they were closest to (well, actually, they would start with any sitting chars in agro range, sit agro was a bitch.) Spectres in Oasis that were trained past other players (with proximity agro only) would happily gib a player, or two, or six, or twenty, and then resume chasing the player that had trained them if still in the zone. Because of that you could often tell when it was a deliberate train in Oasis, tho the guides (and some GMs) seemed just as clueless as the newbs who got slaughtered. Classic undead agro also made Unrest on live a lot more dangerous than it is on this server.

This right here. Could not say it better myself. Now to find some wayback confirming this.

Messianic
06-13-2013, 08:44 AM
Not true sir. Undead that had only been proximity agro'd would switch targets to whichever KOS & non-IVU player in agro range they were closest to (well, actually, they would start with any sitting chars in agro range, sit agro was a bitch.) Spectres in Oasis that were trained past other players (with proximity agro only) would happily gib a player, or two, or six, or twenty, and then resume chasing the player that had trained them if still in the zone. Because of that you could often tell when it was a deliberate train in Oasis, tho the guides (and some GMs) seemed just as clueless as the newbs who got slaughtered. Classic undead agro also made Unrest on live a lot more dangerous than it is on this server.

This is accurate. If you merely proximity aggro'd undead - i.e. you didn't debuff or damage them - and ran them into another player, they would attack that player.

I'm going out on a limb on this one, but I remember it was also true with certain weird classes of mobs that were KOS to all - such as sand giants, cyclops, I *think* griffins were also a part of this, etc. It wasn't the case with bears, wolves, guards, etc...

Aeolwind
06-13-2013, 10:02 AM
Now... why is it that dragon aoe's like Quarm's go through walls on EQ Mac but Vox/Naggy breaths are blocked by them here?

I remember getting feared by Vox in Kunark pre 52 cap from down the ramp unless I was way OOR.

DirectX IIRC

Ambrotos
06-13-2013, 11:31 AM
You could also bandage people and transfer agro. That was changed in luclin due to a work around getting to the Snake Emp with out keys.

Hawala
06-13-2013, 11:43 AM
Why would they want to break tracking?

Rangers are supposed to be the only master trackers.

Jellob_Iafra
06-13-2013, 12:39 PM
I think it's better to go ahead and just recreate as closely as possible.

Yeah, there's a laundry list of things that are obnoxious and it'd probably be more fun without, but making decisions on stuff like that is the first step towards just deciding things on a whim based on what you think the game should and shouldn't have.

please remove variance..for better or worse its not classic and this is a classic everquest server

Hasbinbad
06-13-2013, 01:08 PM
if undead didn't switch aggro, fansy would have been much less hilarious.

Ambrotos
06-13-2013, 01:26 PM
Didnt he do the same thing with sand giants?

Ele
06-13-2013, 01:31 PM
Didnt he do the same thing with sand giants?

http://i.imgur.com/CdLmKgR.jpg

http://i.imgur.com/RtH1QJh.jpg

Never ever seen close to that many sand giants on P99 in Oasis.

Nirgon
06-13-2013, 01:59 PM
You know what gets me about what he did with sand giants..

he was able to round up so many.

I've only been able to get 1 or MAYBE 2 up at a time here.

Betta check ya'lls spawn tables, that shit is classic right there.

Giants were scowl to all and could be trained on people, but not like quite exactly like undead would.

Undead you could have 60% of it dead and it'd still train, a 40% hp sand giant from a single source did not train, however.. with body aggro pulling it past someone would get them killed... bonus points for pulling past a sitting person because on the threat check it'd say "oh yer sitting, lemme smash you". If you survived (from sitting), it'd typically move on past to the person it was originally chasing if they had sufficient aggro.

nilbog
06-13-2013, 02:09 PM
Not true sir. Undead that had only been proximity agro'd would switch targets to whichever KOS & non-IVU player in agro range they were closest to (well, actually, they would start with any sitting chars in agro range, sit agro was a bitch.) Spectres in Oasis that were trained past other players (with proximity agro only) would happily gib a player, or two, or six, or twenty, and then resume chasing the player that had trained them if still in the zone. Because of that you could often tell when it was a deliberate train in Oasis, tho the guides (and some GMs) seemed just as clueless as the newbs who got slaughtered. Classic undead agro also made Unrest on live a lot more dangerous than it is on this server.

Scientist kanras is working on undead aggro mechanics.


I've only been able to get 1 or MAYBE 2 up at a time here.

Betta check ya'lls spawn tables, that shit is classic right there.


select count(sp2.id) from npc_types npt left join spawnentry spt on (spt.npcid=npt.id) left join spawn2 sp2 on (sp2.spawngroupid=spt.spawngroupid) where sp2.zone = 'oasis' and spt.chance > '0' and npt.name like '%sand_giant%'
34. Kill more mobs noobs.

Razdeline
06-13-2013, 02:11 PM
Yep. Glad we are talking about this. This was game changing in many aspects of play. Things are too easy right now.

Razdeline
06-13-2013, 02:13 PM
Now the only trick is to not get banned when I log onto a low level toon to train people in Oasis.

Nirgon
06-13-2013, 02:17 PM
Well, that settles my argument on not enough SG spawn points in oasis.

Now if we can just get em training. Probably no easy feat.

Mobs constantly detecting things around them when trying to add them to the hate list, as well as checking aggro lists of nearby players/npcs, either needs a tweak or a rewrite.. nasty.

Scientist kanras is working on undead aggro mechanics.



This man is known to keep it classic as phuk.

Messianic
06-14-2013, 01:39 PM
Scientist kanras is working on undead aggro mechanics.

Kanras official p99 badass



select count(sp2.id) from npc_types npt left join spawnentry spt on (spt.npcid=npt.id) left join spawn2 sp2 on (sp2.spawngroupid=spt.spawngroupid) where sp2.zone = 'oasis' and spt.chance > '0' and npt.name like '%sand_giant%'
34. Kill more mobs noobs.

34 spawn points for SGs? Intriguing. It does make a ton of sense that in classic's hayday, so many more noobs were around killing the PHs and therefore more SGs were popping and not being killed...