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View Full Version : is the fact this game doesn't use fatigue at all a client limitation?


dbouya
02-19-2014, 09:26 PM
or is it a feature that the dev team would love to implement if they only had sufficient historical data?

Danth
02-19-2014, 09:27 PM
Client problem...current client stems from the endurance era. They tried simulating stamina drain back when the server opened and it just didn't work remotely close to right.

Danth

dbouya
02-19-2014, 09:40 PM
Client problem...current client stems from the endurance era. They tried simulating stamina drain back when the server opened and it just didn't work remotely close to right.

Danth

if the client demands to show endurance couldn't you just make attack swings cost endurance and zing restore endurance or something? when I search the forum I find a thread from 2010 where nilbog was asking about fatigue details and it seemed to close before anyone could provide any hard numbers for it.

Swish
02-19-2014, 10:23 PM
This isn't to say you can't lose all your energy.

If you're a melee class that's been out of food/drink for ages... has jumped around to the point where you have no energy, it won't restore... and you can't pop a discipline or jump with zero energy :p

dbouya
02-19-2014, 10:28 PM
attacking non-stop until you ran out of fatigue and started attacking slower was a real classic experience that made all the zing effects in the game actually do something.. as it stands zing is useless.

Marglar
02-19-2014, 10:54 PM
I remember when using a wurmslayer was kind of an issue on a pvp server.. swinging a 15 lb weapon was a stamina drain, and you needed your stamina to jump to increase your movement speed at times.. haha.

Jimjam
02-20-2014, 08:22 AM
My first character on here I made sure I had 100 stamina because I remembered in classic my ranger would get tired from duel wielding.

If I knew that system wasn't implemented I would have allocated my stats differently, whoops!

Iumuno
02-20-2014, 09:16 AM
Being of stamina didn't slow down your attack rate during classic. That's just a myth. It just made you unable to jump.

Rhambuk
02-20-2014, 09:20 AM
Being of stamina didn't slow down your attack rate during classic. That's just a myth. It just made you unable to jump.

What I always thought, I started in Jan 2000 and played a rogue so lightweapons never really drained stamina but I never heard of it...I had a monk friend who never once bought food/drink after his initial 5 and he simply couldn't jump. we used to log him on and fill his bags with food just to piss him off and he deleted it so its not like he had food/drink he was unaware of.

Jimjam
02-20-2014, 09:53 AM
Being of stamina didn't slow down your attack rate during classic. That's just a myth. It just made you unable to jump.

Hmm maybe it was only implemented on test server or something? I remember heavy weapons emptying my stamina and leaving me unable to swing at the same rate... This was an observation from before I started reading about the game mechanics, so I suspect it must have been my own impression. Indeed, I believe I found out about the 100 stamina to not run out of yellow thing after trying to find out why my attacks seemed to slow to a stop.

Maybe in longer/more difficult fights you'd run low on stamina and begin to realise the mob was going to out last you. This panic state would make events seem to slow down (the car crash effect!), creating the false-illusion attacks were slowing down?

Edit: also didn't running out of stamina also toggle run to walk?

edit 2: of course this is drawing on vague memories from over a decade ago, which can't really be trusted. I did a quick google and found a 2002 article on monkly business that recites the myth "If you have under 100 stamina and this bar runs out (which can happen with heavy weapons, lack of food, being overweight, etc) you will lose other stats and be slowed (ie. Swing your weapon less times per second)", but I admit that is hardly evidence the myth was ever true.

Edit 3: the poster does comment on the stamina loss slowing weapons thing " Seeing as how this is true I would definitely try to get this stat over 100, if not put all your points into stamina" so it does sounds like he may have verified this at some point, or at least he is confident in the statement (not that confidence means anything :P).

Ele
02-20-2014, 11:41 AM
Who remembers the fatigue patch of 2011 (http://www.project1999.com/forums/showthread.php?t=30536)? The only time EC came to a halt as no body could move after a few minutes of the server coming up.

NextGenesis88
02-20-2014, 12:35 PM
I have never known about this as I started in LoY era... this whole thing sounds confusing to me. It just seems crazy to be able to not finish a single fight because you ran out of stamina. You got it back by medding? I'm just confused on this one. Seems like this could really change a whole lot if it was implemented. I don't know if it even sounds like a good well thought out mechanic, but again only you guys that experienced it could really say.

NextGenesis88
02-20-2014, 12:37 PM
Oh so you wouldn't stop swinging or slow down. Well what's the point of having swings use stamina if you can still swing without it? Maybe I need to google on this one. So it would cause you to not be able to jump or use discs.

Yumyums Inmahtumtums
02-20-2014, 12:58 PM
Oh so you wouldn't stop swinging or slow down. Well what's the point of having swings use stamina if you can still swing without it? Maybe I need to google on this one. So it would cause you to not be able to jump or use discs.

If affected the speed of your swings and the force behind them iirc. Drastically changed how people itemized their characters as it penalized those using wurmslayers and rewarded people using Jade maces and Lamentations.

Lammy's were ridiculously overpriced on live likely due to this mechanic and the fact that people over-valued stats over raw ratio.

Yumyums Inmahtumtums
02-20-2014, 12:59 PM
It also put a value on the right clickable effect of invigorate on some bp's although if you had a Bp that could do that you were likely using lighter weapons anyways.

Iumuno
02-20-2014, 03:15 PM
Hmm maybe it was only implemented on test server or something? I remember heavy weapons emptying my stamina and leaving me unable to swing at the same rate... This was an observation from before I started reading about the game mechanics, so I suspect it must have been my own impression. Indeed, I believe I found out about the 100 stamina to not run out of yellow thing after trying to find out why my attacks seemed to slow to a stop.

Maybe in longer/more difficult fights you'd run low on stamina and begin to realise the mob was going to out last you. This panic state would make events seem to slow down (the car crash effect!), creating the false-illusion attacks were slowing down?

Edit: also didn't running out of stamina also toggle run to walk?

edit 2: of course this is drawing on vague memories from over a decade ago, which can't really be trusted. I did a quick google and found a 2002 article on monkly business that recites the myth "If you have under 100 stamina and this bar runs out (which can happen with heavy weapons, lack of food, being overweight, etc) you will lose other stats and be slowed (ie. Swing your weapon less times per second)", but I admit that is hardly evidence the myth was ever true.

Edit 3: the poster does comment on the stamina loss slowing weapons thing " Seeing as how this is true I would definitely try to get this stat over 100, if not put all your points into stamina" so it does sounds like he may have verified this at some point, or at least he is confident in the statement (not that confidence means anything :P).

All the things surrounding stamina were really just persistent myths that seems to endure year after year even though they were debunked over and over. I knew that because the enchanter community, having a endurance regenerating buff, pretty much debunked all the myths surrounding endurance - and demonstrated that the spell was essentially useless.

nilbog
02-20-2014, 03:21 PM
All the things surrounding stamina were really just persistent myths that seems to endure year after year even though they were debunked over and over.

Not all of them were myths. As late as last year, the eqmac server still had a working stamina system. (It was changed in late 2003 from stamina to endurance).

Weapon weight affected the loss of stamina. If your weapon consumed stamina at a faster rate than you regenned it, you would run out.
Jumping affected it at 10% a jump.
If fatigued, not having a base stamina stat of 100 decreased your melee stats by 10 each. (Max of 10 at 90, and 1 at 99)
etc.

Juhstin
02-20-2014, 04:29 PM
Not all of them were myths. As late as last year, the eqmac server still had a working stamina system. (It was changed in late 2003 from stamina to endurance).

Weapon weight affected the loss of stamina. If your weapon consumed stamina at a faster rate than you regenned it, you would run out.
Jumping affected it at 10% a jump.
If fatigued, not having a base stamina stat of 100 decreased your melee stats by 10 each. (Max of 10 at 90, and 1 at 99)
etc.

Will it ever be added here?

Jimjam
02-20-2014, 05:14 PM
Not all of them were myths. As late as last year, the eqmac server still had a working stamina system. (It was changed in late 2003 from stamina to endurance).

Weapon weight affected the loss of stamina. If your weapon consumed stamina at a faster rate than you regenned it, you would run out.
Jumping affected it at 10% a jump.
If fatigued, not having a base stamina stat of 100 decreased your melee stats by 10 each. (Max of 10 at 90, and 1 at 99)
etc.

Please implement this so I keep full benefit of my 100 stamina and I can laugh at all those 90 stamina weaklings? ;)