View Full Version : This game was and never got out of beta in 1999
onmove_broke
11-14-2024, 11:01 PM
Seems to me that this game was never finished and the team were too busy chasing bugs than actually finishing the game. Why do shields not block attacks like Diablo 2? Why are bows so shitty and never get better till luclin? There were also not enough meaningful quests when the game launched and were only added way later when Sol Ro hit and that was mainly armor.
I'd love to see an EQ remaster in Unreal 5 with QoL changes. E like it should have been
shovelquest
11-15-2024, 12:01 AM
why not like Diablo 2
https://i.imgur.com/CpPynDX.gif
voted 5 stars, would read again.
Naethyn
11-15-2024, 01:55 AM
Monks get block.
aaezil
11-15-2024, 09:45 AM
Why didnt the game have mt doom from lord of the rings
Kohedron
11-15-2024, 06:31 PM
What in the actual fuck are you talking about
Jimjam
11-15-2024, 07:01 PM
FR. How long did it take to realise that taunt wasn't working on yellows, bash stun didn't generate bonus aggro, etc. A whole bunch of spells that did basically nada. Like real basic fundamental gameplay issues and the devs just thought the players were bad for not using unimplemented gameplay features. LOL.
Jimjam
11-15-2024, 07:01 PM
^with all due respect to Brad and the gang, cos it still the bestest game ever, despite (or possibly due to) those issues.
bcbrown
11-15-2024, 07:06 PM
Like real basic fundamental gameplay issues and the devs just thought the players were bad for not using unimplemented gameplay features. LOL.
My favorite is that alchemy didn't work on release because you couldn't train crafting skills above 20, but since you get alchemy at 25 and the first skill point trained gives you skill equal to your level trying to train it would fail. The devs dismissed complaints because they'd test it by creating a high-level character with skills already maxxed and it would work for them.
shovelquest
11-15-2024, 07:22 PM
did taunt even exist in a game before 1999?
did taunt even exist in a game before 1999?
it's in dungeons and dragons as a skill and a spell.
Reiwa
11-16-2024, 01:48 AM
did taunt even exist in a game before 1999?
What edition of D&D did shields start blocking arrows or other attacks?
What edition of D&D did shields start blocking arrows or other attacks?
Shields are just +1 AC or -1 AC (THAC0) in 99% of cases, 3.5 has like optional prestige classes like Shield Master with Shielded Evasion feat where on a successful Reflex saving throw you take no damage instead of half damage like normal from an incoming arrow or spell
https://www.dandwiki.com/wiki/Shield_Master_(3.5e_Prestige_Class)
Pretty sure Pathfinder did similar shit as 3.5 with shields idk
Shields are just +1 AC or -1 AC (THAC0) in 99% of cases, 3.5 has like optional prestige classes like Shield Master with Shielded Evasion feat where on a successful Reflex saving throw you take no damage instead of half damage like normal from an incoming arrow or spell
https://www.dandwiki.com/wiki/Shield_Master_(3.5e_Prestige_Class)
Pretty sure Pathfinder did similar shit as 3.5 with shields idk
ah that link is straight up homebrew shit, i think the official shield feats are similar though, might not have that no damage on successful save part though
Swish
11-18-2024, 12:20 AM
My favorite is that alchemy didn't work on release because you couldn't train crafting skills above 20, but since you get alchemy at 25 and the first skill point trained gives you skill equal to your level trying to train it would fail. The devs dismissed complaints because they'd test it by creating a high-level character with skills already maxxed and it would work for them.
They then went on to screw iksar shammies over and not give them all the vendors/ingredients they needed on Kunark release :rolleyes:
did taunt even exist in a game before 1999?
It was added to 1E AD&D in the supplemental book Unearthed Arcana (1987).
Taunt (Enchantment)
Level: 1 Components: V, S
Range: 3" Casting Time: 1 round
Duration: Instantaneous Saving Throw: Neg.
Area of Effect: 2 levels or hit dice per level of caster
Explanation/Description: A taunt spell enables the caster to jape and jeer effectively with respect to any creature with an intelligence of 2 or greater. The spell's dweomer gives the magic-user's words and sounds real meaning to the subject creature or creatures. These words and sounds will challenge the subject(s), be insulting, and in general cause irritation and anger. If the subject creature or creatures fail to save versus spell, the taunt spell will cause them to rush forth in fury to do battle with the spell caster, and each and every affected creature so coming will certainly attack the spell caster if physically capable of doing so, i.e. they will seek to use body weapons and hand-held weapons rather than attacking from a distance.
Separation by an impenetrable or uncrossable boundary (a wall of flame, a deep chasm) will cause the spell to break. Only one sort of creature can be affected by a single taunt spell; in a mixed group of orcs and goblins (for instance) the caster would be able to affect either the orcs or the goblins (caster's choice), but not both at once. The magic affects creatures closest to the spell caster first, regardless of maximum range. Thus, if a group of gnolls were being taunted by a 10th-level magic-user, the nearest ten creatures would be subject to the spell first, even though the spell caster might prefer to affect the gnollish shaman at the rear of the group. Troops under a strong leader would gain a saving throw bonus of + 1 to +4, at the DM's discretion.
It was later added to the 2e AD&D Players Handbook (89), removed in 3e (2000), kinda brought back for 4e (2008) and then turned into goad/compelled duel in 5e (2014).
It was also a skill/spell in JRGs during the early 90s. The earliest Final Fantasy that used it was FF3 (1990, the actual FF3 btw not the US version of FF6) in a skill called Provoke.
Provoke is the Viking class's command ability, which forces the enemy party to attack the user and lowers the enemy's Defense equal to the following formula:
Enemy Defense = Original Defense x (100 - (0.5 x JobLv))%
The success rate of Provoke is as follows:
Job Level 1-20 = 60%
Job Level 21-40 = 70%
Job Level 41-80 = 80%
Job Level 81-98 = 90%
Job Level 99-100 = 100%
I'm not quite autistic enough to look through 80s JRPG spell lists but I wouldn't be surprised.
The way taunt worked in JRPGs is more in line to how it worked in MMOs and later editions of D&D where the guy with lots of AC and HP directed attacks at themselves. In AD&D 1e it was only used as a "Tank" taunt by Elvish Fighter/Magic Users because they could wear armor and cast spells. It was incredibly OP though because it was an AoE and would let you do things like set up ambushes, kill people in "self defense" in the middle of town, force casters/ranged into melee, combine it with illusions to have people run into traps.
They actually made it even more OP in 2E AD&D by making it a ranged AOE, instead of PBAOE, with a range of 60 yards and an effect of 30 feet. They also allowed you to use ventriloquism with it.
If used in conjunction with a ventriloquism
spell, the creatures may attack the apparent source, depending upon
their Intelligence, a leader’s presence, and so on.
So you could drop an anger bomb on a group of NPCs and force them to attack whatever you wanted pretty much. Ventriloquism also had a range of 10 yards/lvl (90 max) so you could sit back and do this pretty safely.
For 3e they pruned a lot of the OP stuff from AD&D so it probably was cut for balance reasons.
Interestingly looking around at the torilMUD skill lists I didn't find any Taunt but I did find Rescue.
Rescue - allows you to jump in another player's place as target for the monster he is fighting.
This is a bit like the Cover ability from FF3 and FF4 (1991)
Final Fantasy III
The Cover ability is available for the Knight class. The Knight will automatically take physical attacks for any allies in HP Critical status.
Final Fantasy IV
Cover is used by Cecil as a command ability once he becomes a Paladin. Cover has a Charge Time of 0. He can use it to take damage in the place of an ally of his choice. He automatically covers any characters who are low on HP.
But yeah anyway taunt and aggro management skills have been around in table top and video games prior to 1999.
reznor_
11-18-2024, 10:29 PM
Why didnt the game have mt doom from lord of the rings
lol'ed
cd288
11-19-2024, 02:13 PM
Seems to me that this game was never finished and the team were too busy chasing bugs than actually finishing the game. Why do shields not block attacks like Diablo 2? Why are bows so shitty and never get better till luclin? There were also not enough meaningful quests when the game launched and were only added way later when Sol Ro hit and that was mainly armor.
I'd love to see an EQ remaster in Unreal 5 with QoL changes. E like it should have been
Why first real MMO not perfect with every single thing
onmove_broke
11-22-2024, 07:56 PM
Did many of you play when this game first came out? Like when you could Kill SGs without taking a hit and a whole bunch of stuff never worked correctly like tradeskills etc.
Quests were broken or simply not finished. The pathing bugs were also hilarious.
Eisai
11-22-2024, 08:40 PM
Did many of you play when this game first came out? Like when you could Kill SGs without taking a hit and a whole bunch of stuff never worked correctly like tradeskills etc.
Quests were broken or simply not finished. The pathing bugs were also hilarious.
And you could dupe your entire inventory by dying at the last moment of /camp :D
Wakanda
11-26-2024, 01:30 AM
I was a Rogue main but also had a high level monk in true classic. I remember when EQ 2 came out (I chose EQ 2 over WoW at first), I was shocked that my characters suddenly had abilities I could use and was like wow this is so cool. Like Rogues and Monks are clearly good as hell in classic EQ, but basically pressing attack and backstab or attack and kick ..... very dry game play. Hop over to EQ 2 or WoW and suddenly having all kinds of stuff to do... it felt nice.
It felt more like being a caster from EQ.
Wakanda
11-26-2024, 01:34 AM
And you could dupe your entire inventory by dying at the last moment of /camp :D
I remember my neighbor figured out some way of climbing on top of rocks in highpass hold, and being able to kill NPCs who couldn't reach him. He got an insane amount of experience, and he did get a ban, but said it was worth it and that he would do it again because he got a ton of EXP and loot from this. Before he was a dude who struggled to get a character to level 14, and suddenly he had a 25+ Druid over night and just had to deal with a 24 hour ban, most of which he spent in school or sleeping.
Whenever I first came to P99, I was in Crushbone and saw someone in my groups nuking orcs down below from Orc Hill and I actually got scared that we were going to get banned because they cracked down on it so much in real EQ that players knew not to even attempt it.
Of course on P99 this method generally doesn't work mechanically, but I didn't know that at the time and just saw these Orcs dying before they could even get to us and was like man, we fixing to get banned if yall dont quit.
Dolalin
11-26-2024, 06:35 AM
I started playing EQ in September or October 1999, can't remember exactly. But I remember being so immersed in the MMO aspect of the game that I didn't really pay attention to the bugs. I definitely noticed lag! That was what killed me most often. But pathing bugs were just quirky.
I began just after the sit in a fire bug gave 10pp? Per sit/stand. The one near the zone between guktop gukbottom deadside was one that worked. Friends who got me started mentioned it. Dunno if they exploited it.
I too was too immersed to use mechanics/exploits. For example i had a wiz with a star of eyes and a flux staff and never once used it reset gcd. Dumbarse I was.
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