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View Full Version : What are the list of things that were in classic but not in P99?


Galaa
04-13-2012, 05:34 AM
Over the last few months of playing in P99, ive noticed that some things here are not as it is in classic. Is there any reason why they arent the same? Due to technical reasons or? If its technical reasons I can understand, however if its not, shouldnt the devs make it as close to classic as possible?

Here's a few of the things ive seen:

1) Night Blindness of Humans and Barbarians

2) Mobs not exactly the same in classic and P99 (example in classic, U can outrun Spectres in Oasis without sow. Here in P99, the specs are much faster)

3) Sgt Slate cant be trained to tunnels

Im sure there are many more, just couldnt remember them all for now. Anyone else notice things?

webrunner5
04-13-2012, 05:51 AM
Having to stare at the Spell Book at lower levels comes to mind.

Sporkotron
04-13-2012, 05:59 AM
Decaying Skeletons are scowling and attack everyone.

On Live they were indiff.

Galaa
04-13-2012, 06:00 AM
Having to stare at the Spell Book at lower levels comes to mind.

this was changed prior to Kunark was released, so I think its valid to be used in P99 too.

remember dying lots in Oasis by Sand Giants though when I was meditating in live pre kunark :D

Slave
04-13-2012, 06:01 AM
Item linking is not Classic.

Wudan
04-13-2012, 06:10 AM
Spawns in Kurns Tower

Oh and wher is Tangrin? He is not on his island....

Flunklesnarkin
04-13-2012, 06:21 AM
I don't think its suppose to show the name of items when you trade them.

but they added that to prevent people getting scammed i'm going to assume.



hmmm..

ranged attacks are for sure not classic too. I remember you had to stop and wait for a ranged attack to hit or you would "Interrupt your aim"

here you can just run and shoot arrows / throw stars without ever stopping.. and there is no delay for the projectile to hit the target.

azxten
04-13-2012, 06:29 AM
Mobs can cast nukes through walls, but you can't.

Flunklesnarkin
04-13-2012, 07:15 AM
oh.. can't drop coins on the ground

Kevlar
04-13-2012, 07:21 AM
Weekly (or oft times more) resets on all raid mobs. Most guilds based their raiding schedule on patch day, and were keen on emergency patches.

Another big one is giving NPC's items that become lootable. Was a neat way to donate decent items to noobies, and made charming a little cheaper. You could always loot your pets items so it wasn't a big deal to give him magic weapons that proc.

kilmoll
04-13-2012, 08:21 AM
I do not remember pets living after their owner died on live.

Nagash
04-13-2012, 08:27 AM
Some good and some bad:

Mage and necro pets don't auto dual wield past a certain level (29 from the top of my head).

Up to PoP included (at least), a mob would automatically resist when hit by the third wave of a rain spell, not on P99.

Not first hand experience but I believe keys are soulbound (Sebilis, Howling Stones), they weren't in Kunark era which made dying in these places much more painful and made the presence of a evac'er in the group very desirable.

Striiker
04-13-2012, 09:21 AM
...
Oh and wher is Tangrin? He is not on his island....

Tangrin is in game and hangs out on his island but is often killed for the Enchanter epic drop (so he doesn't last long). I've killed him as has every enchanter you see with an epic. Made us some good monkey burgers..

Wudan
04-13-2012, 09:28 AM
Tangrin is in game and hangs out on his island but is often killed for the Enchanter epic drop (so he doesn't last long). I've killed him as has every enchanter you see with an epic. Made us some good monkey burgers..

I see :) he was always up on live... we loved to train him and Pendle Dashinger to Cabilis guards, zone it and then watch them fight for 10minutes lol so many HPs

Striiker
04-13-2012, 09:37 AM
Charming was a viable option as a low level enchanter on live. (I did it a lot). With pretty much an identical enchanter on this server (not-twinked etc), charm at low levels was impossible. I gave up and used animations when I had to do some soloing (although I grouped as much as possible).

Can't outrun mobs they way one could on live. Issues with hitbox or something here so they compensate by making the mobs run slightly faster than players..

falkun
04-13-2012, 09:42 AM
Mobs move the same speed as live, however their hitboxes in straight directions are slightly larger (unsure of reason). Try strafing the next time you are running from something without SoW. You will avoid much more than trying to simply outrun.

Charm aggro does not work like on Live, making bard charm kiting impossible. Sending a pet against a mob within a group of aggro'd mobs will only have the pet and the original mob fight, while the rest of the pack will continue to chase the PC.

NPCs can finish casts on PCs when they go out of LOS, making pulling casters in dungeons much more difficult than on Live.

Striiker
04-13-2012, 10:02 AM
Mobs move the same speed as live, however their hitboxes in straight directions are slightly larger (unsure of reason). Try strafing the next time you are running from something without SoW. You will avoid much more than trying to simply outrun.
...


Hmm, This has not been my experience. I used to be able to outrun agro'd mobs like beetles in North Karana and Qeynos etc without strafing etc. Here they will always keep up (as an example). It was also stated by a developer that the mobs run slightly faster than players do here.. The only way to get away from them is to strafe run.
I used to kite beetles in North Karana with my wizard in the early days on live without SOW. It took longer but I could eventually outrun them and nuke. SOW made it much more efficient time-wise. Here, it's impossible. There are other examples but this is sufficient.

Having said all of this, I am quite pleased and impressed with how close the environment is to how live was. The minor differences are easy to ignore and I relive the great days of the past every time I log on to the server. I am always blown away and impressed with what they have done here and I donate monthly (as if I were paying a subscription on live).

Messianic
04-13-2012, 10:08 AM
Mobs move the same speed as live, however their hitboxes in straight directions are slightly larger (unsure of reason). Try strafing the next time you are running from something without SoW. You will avoid much more than trying to simply outrun.

Charm aggro does not work like on Live, making bard charm kiting impossible. Sending a pet against a mob within a group of aggro'd mobs will only have the pet and the original mob fight, while the rest of the pack will continue to chase the PC.

NPCs can finish casts on PCs when they go out of LOS, making pulling casters in dungeons much more difficult than on Live.

I used to kite beetles in North Karana with my wizard in the early days on live without SOW. It took longer but I could eventually outrun them and nuke

This is correct. Beetles actually ran slightly slower than other mobs on live. I know this because I hunted Sand Scarabs almost exclusively because I thought they were easier than other mobs in terms of melee (they're not, but I thought that), and also because I could actually run from them if I needed to.

If you used your fatigue bar strategically by jumping over hills to get more distance, you could actually kite beetles without sow.

Galanteer
04-13-2012, 10:38 AM
Charm pets do not return items when you kill em, on live I carried a charm kit (weapons, haste item, negative mr items) to give to a long term pet. Here you just lose everything.

A correlation, you could give mobs things on live without charm -I would seed low level areas with excess gear (rather then giving away). This did have some bad effects on live, some rogues would sneak up to raid mobs (that their guild couldn't kill) and give items to the mob (ie the sword that procs self dispel).

Creatures run to late, making a snarer obsolete in groups.

Galaa
04-13-2012, 11:44 AM
so in P99 or live, u can give items to mob, and when the mobs get killed the players looting the corpse will loot the items too?

I didnt know that. Something new lol.

nilbog
04-13-2012, 12:38 PM
Is there any reason why they arent the same? Due to technical reasons or? If its technical reasons I can understand, however if its not, shouldnt the devs make it as close to classic as possible?


1) Night Blindness of Humans and BarbariansWill fix if and when we can. Involves the client.

2) Mobs not exactly the same in classic and P99 (example in classic, U can outrun Spectres in Oasis without sow. Here in P99, the specs are much faster)Spectre runspeed was changed a few months ago, based on a bug report. http://www.project1999.org/forums/showthread.php?t=52314 If its still a problem, repost in one of the bug threads.

3) Sgt Slate cant be trained to tunnels
This was purposely changed due to player terrorism. Rinna and Slate were being trained to kill people for about 2 days straight. Mixed feelings on changing this back.

Having to stare at the Spell Book at lower levels comes to mind.

Will fix if and when we can. It involves the UI from the older client. Here are some dates associated with it. http://www.project1999.org/forums/showthread.php?p=396970

Decaying Skeletons are scowling and attack everyone.

On Live they were indiff.

This has been discussed a few different times. I believe the conclusive answer was that certain zones had scowling ones and others had indifferent. Will change when provided all the information we need to make the change.

Item linking is not Classic.

Not 100%, but this might be removable right now. Source issue I believe.

Spawns in Kurns Tower

Oh and wher is Tangrin? He is not on his island....

Not sure what you mean by Kurn's spawns. The tangrin should be on his island if he's not dead.


ranged attacks are for sure not classic too. I remember you had to stop and wait for a ranged attack to hit or you would "Interrupt your aim"

here you can just run and shoot arrows / throw stars without ever stopping.. and there is no delay for the projectile to hit the target.

Long work in progress. Bolts are half done. Other objects need similar delay times. Arrows, thrown objects, etc.

oh.. can't drop coins on the ground

Hopefully this can be changed as well. It involves the client not allowing money to be dropped, and possibly the spawn graphic of the coin not existing.

Weekly (or oft times more) resets on all raid mobs. Most guilds based their raiding schedule on patch day, and were keen on emergency patches.

Another big one is giving NPC's items that become lootable. Was a neat way to donate decent items to noobies, and made charming a little cheaper. You could always loot your pets items so it wasn't a big deal to give him magic weapons that proc.

The original patches were not timed at all. There could be no planning whatsoever due to sometimes multiple patches a day to stop exploits or stability issues. Here, there are less patches due to most issues being fixed. Unfortunately, that makes for less raid npc spawns. Perhaps something can be done.

Items being lootable once given to npcs will eventually be fixed. Lots of rewriting quests is involved to prevent trade exploits. This will, eventually, be fixed.

I do not remember pets living after their owner died on live.

They did, unless you killed the npc owner with 1 blow.

Some good and some bad:

Mage and necro pets don't auto dual wield past a certain level (29 from the top of my head).

You sure? I thought dual wield issues had been sorted out.

Up to PoP included (at least), a mob would automatically resist when hit by the third wave of a rain spell, not on P99.You sure? I think pets have been eating the 3rd wave of rains for quite a while.

Not first hand experience but I believe keys are soulbound (Sebilis, Howling Stones), they weren't in Kunark era which made dying in these places much more painful and made the presence of a evac'er in the group very desirable.They were definitely in Kunark; added July of 2000. So, they were added a couple months in advance here. http://www.tski.co.jp/baldio/patch/20000719.html


Creatures run to late, making a snarer obsolete in groups.

I'd really like to narrow down the cause of this and have it fixed. A full bug report with research from many people is desirable.

-------------

I hope that helps to answer a few of these questions. Ultimately, we try and make everything as classic as possible.

Fwank
04-13-2012, 12:52 PM
your stocks just went up in my books Nilbog

Faisca
04-13-2012, 12:59 PM
I can live with item links and not having to stare at the spell book while medding. Really. :D

kazroth
04-13-2012, 01:07 PM
I can live with item links and not having to stare at the spell book while medding. Really. :D

What has this post done :eek:

Grozmok
04-13-2012, 01:29 PM
This sounds a lot like the debate of Classic EQ vs. An improved quality of life EQ is see every few days.

Item linking is ridiculously convenient and reduces a shit load of heartache for players, albeit not a truly classic feature.
Staring at the spellbook while medding is a pointless gameplay mechanic, but its removal is also not classic.

I would understand and respect a decision to have these quality of life features removed for the sake of being true to form, but I would like to think that the p99 dev team would also take into consideration the reason they were eventually rolled out in the original EQ live environment.

EQ was a brand new beast, Brad McQuaid, Smed and company were still trying to figure out what the hell they were doing and re-evaluating their original design decisions post launch. They made a lot of concrete decisions (like anyone passionate about what they do) regarding the game, some of them good, some of them bad.

Eventually, the dev team realized they had made some poor decisions in a few areas and slowly began making changes to improve the game as a whole. It look a long time to make these changes, as they rolled them out to the Public Test Server and watched the player reaction (read: nerd rage) on the forums to the changes, they would calibrate accordingly. Things like putting SK HT on a different resist table, adding in the map, tweaking the exp tables, removing the spellbook while medding and hyperlinking were all features added to make EverQuest a much more solid game as a whole.

To be honest, I’m on the fence since I like a slightly more classic experience but I also like the quality of life changes that went into the game around the time of Luclin/PoP.

Scavrefamn
04-13-2012, 01:47 PM
Charming was a viable option as a low level enchanter on live. (I did it a lot). With pretty much an identical enchanter on this server (not-twinked etc), charm at low levels was impossible. .

Absolutely positively this.


I charmed my way to get levels during pre kunark and kunark/velious eras, right from level 12 when charm became available.
This is absolutely impossible on this server, I don't know changes in the code were made, but charmed pets seem to be far more unreliable and mobs catch the enchanter far more easily.


I don't know why it was changed on Project 1999, but Enchanter charm is *much* weaker than it should be.

Splorf22
04-13-2012, 01:49 PM
The original patches were not timed at all. There could be no planning whatsoever due to sometimes multiple patches a day to stop exploits or stability issues. Here, there are less patches due to most issues being fixed. Unfortunately, that makes for less raid npc spawns. Perhaps something can be done.

I've had a lot of long threads on this issue. The key issue is that by linking the raid spawns the top guilds can't be everywhere at once, so the second tier guilds actually get to kill something (although a few additional raid mobs would be great for our top-heavy player base).

Items being lootable once given to npcs will eventually be fixed. Lots of rewriting quests is involved to prevent trade exploits. This will, eventually, be fixed.

Oh god. You know that Save already gives his charmed pets the -10MR ring from guk and 1K of stunning weapons? If this happens he'll carry around a Cloak of Flames and a 10 item a kit :D

Messianic
04-13-2012, 01:51 PM
...

This post is an example of why I love this project. Nilbog owes no one an explanation of how things are, nor does he make money because he makes the server more classic. But as much as is possible or feasible given the client differences, he makes it classic.

That's why I trust the people who run this thing.

Kevlar
04-13-2012, 01:51 PM
The original patches were not timed at all. There could be no planning whatsoever due to sometimes multiple patches a day to stop exploits or stability issues. Here, there are less patches due to most issues being fixed. Unfortunately, that makes for less raid npc spawns. Perhaps something can be done.

Items being lootable once given to npcs will eventually be fixed. Lots of rewriting quests is involved to prevent trade exploits. This will, eventually, be fixed.


I'm pretty sure there was a scheduled weekly maintenance day where the servers were always down. Granted there were a lot of emergency patches as well, but I know we planned raid mobs for patch day. It was always Tues night/Wed Morning. Look at the old patch notes, the planned patches are all on the same day, a Wednesday. Eventually they even started calling it "patch day".

http://www.waringmcmarrin.com/?page_id=52

Splorf22
04-13-2012, 01:54 PM
Absolutely positively this.


I charmed my way to get levels during pre kunark and kunark/velious eras, right from level 12 when charm became available.
This is absolutely impossible on this server, I don't know changes in the code were made, but charmed pets seem to be far more unreliable and mobs catch the enchanter far more easily.


I don't know why it was changed on Project 1999, but Enchanter charm is *much* weaker than it should be.

So a lot of this was changed in the great charm revamp of last spring. My personal opinion is that enchanter charm is probably 25% shorter than is classic (you can search for threads started by me to see the long and disgusting nerdrage) but that its already pretty OP due to a more skilled playerbase (although the new bashing changes make charm soloing harder for sure).

I also tried out low level charm last fall and I think it worked pretty well. My enchanter sat around at the dervish camp in WC with a charmed rogue dervish we called Pornstache. He would backstab for 60 or so, which was like 25% of the life of one of his former comrades.

Rais
04-13-2012, 02:04 PM
Enchanter charm is fine where it's at. I feel it's more aligned with how it was in classic. Having played a enchanter on live, and a enchanter here pre and post charm nerf it feels right.

Wizard AoE (1)wave spells do get eaten by a pet. It sucks since it truly was just a bug on Varent's part and should have never happened, and they admitted so. Just like how bards would be broken every patch, the code was so fucked up, if they changed one thing 3 others would break.

On that subject

Bard debuffs/buffs would stack regardless. A bard with Orb of Tishan could proc on a NPC that already had a higher level tash from an enchanter and stack. It was one of the key things to slow npcs that typically wouldn't be slow-able due to resists. Also the Singing Steel bracer right click would stack on anyone with a higher level Mage/Druid DS.

Slave
04-13-2012, 02:06 PM
Mage and necro pets don't auto dual wield past a certain level (29 from the top of my head).

Yes, they do.


Up to PoP included (at least), a mob would automatically resist when hit by the third wave of a rain spell, not on P99.

This is not true. Rain spells on P99 work the same way they did on Live. A certain number of waves for a certain number of targets.

***Nilbog, I think you are the only thing that is keeping this server going still. A big bright positive in a sea of... otherwise.

Scavrefamn
04-13-2012, 02:27 PM
Enchanter charm is fine where it's at. I feel it's more aligned with how it was in classic. Having played a enchanter on live, and a enchanter here pre and post charm nerf it feels right.


No, it doesn't.

I played an Enchanter for years, I was constantly in contact with other Enchanters throughout the ages and I'm pretty damn sure I know how powerful charm is supposed to be in each era.

I can say, without a trace of irony or conceit; Charm is substantially worse here than it was on live during the old world/kunark era.

My personal opinion is that enchanter charm is probably 25% shorter than is classic (you can search for threads started by me to see the long and disgusting nerdrage) but that its already pretty OP due to a more skilled playerbase

You could argue the same about every other class and skill in the game( Great knowledge of aggro control, pulling, etc)

Where are the rampant nerfs to everyone else?

Splorf22
04-13-2012, 02:56 PM
Let me rephrase that a little. Currently my enchanter is a borderline god. If you give two weapons and epic haste to a L50 pet, it will do 120 dps (1.5 epic rogues), have 10k hp (2 raid buffed warriors) and stay charmed for 2-3 minutes on average. If you are feeling rich, you can give it two stun whips which will own the other NPCs but which you will resist 100% due to GRM. If it breaks charm, 9/10 times I can stun/mez/recharm easily enough, and the other 1/10 of the time I hit my WC cap.

My L60 enchanter is more effective than some of the more dysfunctional full groups. I have soloed every named in HS South, some multiple times - this area regularly wipes whole groups of 57+. I have soloed every named in the Chef/Bar area. I've soloed 3/4 named in the Crypt, including the Hierophant (he dropped the sword, sadly). I've soloed mobs in HS East even.

Again, I feel that charm is a bit underpowered - I never played an enchanter on live, but I'm basing this on Xornns descriptions. But my enchanter is already so ridiculously strong it just seems silly to make him ludicrously strong (I love spaceballs!).

Galanteer
04-13-2012, 03:08 PM
Oh god. You know that Save already gives his charmed pets the -10MR ring from guk and 1K of stunning weapons? If this happens he'll carry around a Cloak of Flames and a 10 item a kit :D

can be dangerous. If pet dies to a npc it poofs. If server crashes it poofs. I stopped using a pet kit on live during Ldon due to all the crashes they had in the 1st month...

Kevlar
04-13-2012, 03:23 PM
This server is very stable. I don't think it would poof with the "crashes" we have seen with the login server. You would just have to find that pet and recharm it. Granted you can't loot items here yet, but if you could I wouldn't be afraid of giving a pet some bling.

Rawny
04-13-2012, 03:23 PM
Back on topic..

Spell animations flow upward from your hands rather than outward.

Scavrefamn
04-13-2012, 03:28 PM
I never played an enchanter on live

Then you have no point.


What you can or cannot solo is irrelevant, I recall a monk soloing Nagafen on live at one point after the mitigation nerf, that doesn't mean monks were overpowered or didn't need help(They did/got it).
I've also heard of people geared to the teeth(Sks/Monks/etc) destroying content here on P99 that other lesser geared groups could not handle.


My entire point is; Charm is nerf-raped on this server.
It would be nice if it wasn't.
That is all.

doacleric
04-13-2012, 03:41 PM
Would be nice to have bolt spells back in. I was playing around with them on the EQMac server, and have their distinct advantages and disadvantages compared to vanilla DD spells.

Messianic
04-13-2012, 03:44 PM
..

Points out one sentence - brings up a bunch of irrelevant conjecture - ignores valid arguments in the rest of the post and reverts to hyperbole (I can only solo Hierophant! I should be able to solo everything in Seb!)

All I need is an image.

Scavrefamn
04-13-2012, 04:24 PM
ignores my invalid arguments and nonsense

Fixed.


There is nothing to say that I have not already made excessively clear.
Read my earlier posts as many times as is necessary for you to understand if you want.
That is all.

Extunarian
04-13-2012, 04:27 PM
My entire point is; Charm is nerf-raped on this server.
It would be nice if it wasn't.
That is all.

Have had no trouble charming here as long as you respect the level difference (that dark blue one level under you isn't gonna be a good pet) and MR, and try to have semi-decent CHA, just like on live. My main was a chanter on live. That is all.

Alukit Vassago
04-13-2012, 05:13 PM
This post is an example of why I love this project. Nilbog owes no one an explanation of how things are, nor does he make money because he makes the server more classic. But as much as is possible or feasible given the client differences, he makes it classic.

That's why I trust the people who run this thing.

i totally agree with you there, its nice to see someone put their heart & soul into something. sadly the point of making of all this is to get people to play & make a community, if things are to hard or to much of a pain for people, you begin to lose new players / real faces & start to get more of those whom feel they need to cheat to get somewhere. its all nice & good to say lets changes this but how fair is it to the new guy whom just came on where as those whom have been here from the beginning got to enjoy those little things that weren't removed but now want them? in the end its a 20/20 kinda things. you do it cause it keeps to the true ideal of classic but then you risk losing new people, its the same old problem many mmo's face, the question of change. many don't enjoy change, lets face it we all came here cause we hate how Live change so much it ruined the game & feel of what we used to have before all of these expansion were added.

i guess my idea for posting is at some point you got to make your players happy but weight what you do, since in the end what is the point of a server fully your way? its more or less a server only for you & not anyone else, for that point why even play a mmo if its only for you :(

Splorf22
04-13-2012, 07:10 PM
My entire point is; Charm is nerf-raped on this server.
It would be nice if it wasn't.
That is all.

And your point is wrong, which is the whole content of my post. Charm on this server is really powerful. If you can't do amazing things with charm as an enchanter, the problem is on your end.

If you have logs showing your charm durations from live, I'm sure Kanras will tune P1999 code to match. If you don't, its just your memory. Plenty of people on the charm threads chimed in on both sides. The reality is that we have a system where enchanters are already pretty overpowered relative to other classes, and the devs will not (and should not) make us even more overpowered without evidence.

Galaa
04-14-2012, 02:50 AM
I've had a lot of long threads on this issue. The key issue is that by linking the raid spawns the top guilds can't be everywhere at once, so the second tier guilds actually get to kill something (although a few additional raid mobs would be great for our top-heavy player base).



Strongly agree with this. In live, since there's frequent patches, raid spawns will reset and thus its impossible for one or two guilds to farm and dominate all raid mobs. This gives a chance for smaller guilds to have a go at the raid mobs.

Should we address the issue here? Maybe have a set day where all raid mobs will spawn once every week, so that it will be more akin to the situation at live classic last time, and give every guild a fairer chance at raid spawns.

Galaa
04-14-2012, 02:54 AM
Regarding charm.

I don play a chanter, but Im a druid in here and in live. And ive noticed that charm lasts longer here (as in it dont break often and thus last a longer time than Ive remembered in live). And my druid isnt even in cha gears. None of my gears have +cha, im still at base 80 and still my charm spells lasts a long time.

Ikonoclastia
04-14-2012, 03:22 AM
This sounds a lot like the debate of Classic EQ vs. An improved quality of life EQ is see every few days.

Item linking is ridiculously convenient and reduces a shit load of heartache for players, albeit not a truly classic feature.
Staring at the spellbook while medding is a pointless gameplay mechanic, but its removal is also not classic.

I would understand and respect a decision to have these quality of life features removed for the sake of being true to form, but I would like to think that the p99 dev team would also take into consideration the reason they were eventually rolled out in the original EQ live environment.

EQ was a brand new beast, Brad McQuaid, Smed and company were still trying to figure out what the hell they were doing and re-evaluating their original design decisions post launch. They made a lot of concrete decisions (like anyone passionate about what they do) regarding the game, some of them good, some of them bad.

Eventually, the dev team realized they had made some poor decisions in a few areas and slowly began making changes to improve the game as a whole. It look a long time to make these changes, as they rolled them out to the Public Test Server and watched the player reaction (read: nerd rage) on the forums to the changes, they would calibrate accordingly. Things like putting SK HT on a different resist table, adding in the map, tweaking the exp tables, removing the spellbook while medding and hyperlinking were all features added to make EverQuest a much more solid game as a whole.

To be honest, I’m on the fence since I like a slightly more classic experience but I also like the quality of life changes that went into the game around the time of Luclin/PoP.
Yeah I agree. I use luclin models, the new textures, love item linking. They're things that don't affect the difficulty or mechanics of the game play. I'm all for them.

I'm hardcore classic in game play terms. Anything that makes it easier to level, loot, farm, twink... ruins the game imo.

Slave
04-14-2012, 03:24 AM
Item linking is not Classic.

Not 100%, but this might be removable right now. Source issue I believe.

Just for the record, PLEASE never EVER remove item linking. Or if you do, add a Bazaar area to EC. :)

Slave
04-14-2012, 07:11 AM
Regarding charm.

I don play a chanter, but Im a druid in here and in live. And ive noticed that charm lasts longer here (as in it dont break often and thus last a longer time than Ive remembered in live). And my druid isnt even in cha gears. None of my gears have +cha, im still at base 80 and still my charm spells lasts a long time.

It has been stated that CHA has no effect on Necro and Druid charm.

Galaa
04-14-2012, 07:53 AM
It has been stated that CHA has no effect on Necro and Druid charm.

I thought it did has an effect, although it is smaller than it does for chanters.

http://www.project1999.org/forums/showthread.php?t=15246

Slave
04-14-2012, 07:54 AM
I thought it did has an effect, although it is smaller than it does for chanters.

http://www.project1999.org/forums/showthread.php?t=15246

You should read the whole thread you just linked. :)

Lyzard
04-14-2012, 10:28 AM
The blue line that fills up in your xp bar... dont know when they brought it in, but i remember it not being there when i started back in May 99

Striiker
04-14-2012, 10:55 PM
Let me rephrase that a little. Currently my enchanter is a borderline god. If you give two weapons and epic haste to a L50 pet, it will do 120 dps (1.5 epic rogues), have 10k hp (2 raid buffed warriors) and stay charmed for 2-3 minutes on average. If you are feeling rich, you can give it two stun whips which will own the other NPCs but which you will resist 100% due to GRM. If it breaks charm, 9/10 times I can stun/mez/recharm easily enough, and the other 1/10 of the time I hit my WC cap.

My L60 enchanter is more effective than some of the more dysfunctional full groups. I have soloed every named in HS South, some multiple times - this area regularly wipes whole groups of 57+. I have soloed every named in the Chef/Bar area. I've soloed 3/4 named in the Crypt, including the Hierophant (he dropped the sword, sadly). I've soloed mobs in HS East even.

Again, I feel that charm is a bit underpowered - I never played an enchanter on live, but I'm basing this on Xornns descriptions. But my enchanter is already so ridiculously strong it just seems silly to make him ludicrously strong (I love spaceballs!).

Please re-read what I was commenting on. I said that charm at LOWER levels is completely messed up (or was when I was in the teens and 20's). Charm at higher levels is close to how live was at this time. I was commenting that for my low levels on live, I used charm a lot in North Karana killing beetles and various griffons. On Project 1999 it was impossible to do (and I tried several times).

Lazortag
04-14-2012, 10:59 PM
Please re-read what I was commenting on. I said that charm at LOWER levels is completely messed up (or was when I was in the teens and 20's). Charm at higher levels is close to how live was at this time. I was commenting that for my low levels on live, I used charm a lot in North Karana killing beetles and various griffons. On Project 1999 it was impossible to do (and I tried several times).

My ench is level 24 and I found charm very reliable, though I always had nearly max charisma because he's a twink.
edit: I should add, I used charm in NK at first (charming wisps to take advantage of their invulnerability), never had any serious problems with it.

tristantio
04-14-2012, 11:57 PM
Immobile tradeskill containers (forge/cask etc.) do not allow players to store items in them.

On live it was a great way to swap items between characters, here it doesn't work due to new tradeskill system which has almost been fully disabled (the recipe box).

Nolui Imbris
04-15-2012, 08:36 AM
I don't believe any have brought up some really big ones, perhaps as they are unrelated to game mechanics:

The Ocean of Tears isn't backwards, as it was classically. A few threads and the wiki page speak of this 'correction.' (I personally didn't have trouble just accepting that the headings and /locs were backwards, with the island placement being correct: aqua goblins closer to Faydwer where some came ashore in Butcherblock and the sisters being closer to the Temple of Marr in Freeport.)

The sky is different. This was changed around or with the release of Gates of Discord. Previously, there were no stars in almost all zones (I think the Plane of Sky had some) and most zones had a constant thick cloud cover; rain also brought the clipping plane to its minimum. This isn't that big of a deal in the old world, but the really unique skies in the Planes of Power zones were butchered.

Ikonoclastia
04-15-2012, 09:21 AM
Immobile tradeskill containers (forge/cask etc.) do not allow players to store items in them.

On live it was a great way to swap items between characters, here it doesn't work due to new tradeskill system which has almost been fully disabled (the recipe box).
I have no idea why but they cause me to go LD immediately I click on them, probably some config I forgot to do, luckily I don't tradeskill :)

Nagash
04-15-2012, 11:56 AM
You sure? I thought dual wield issues had been sorted out.

You sure? I think pets have been eating the 3rd wave of rains for quite a while.


Haven't seen my pet quading a single tim when I didn't give him 2 weapons.

Regarding the 3 waves of the rain spells, I was referring to mobs not pets :)

Striiker
04-15-2012, 01:10 PM
My ench is level 24 and I found charm very reliable, though I always had nearly max charisma because he's a twink.
edit: I should add, I used charm in NK at first (charming wisps to take advantage of their invulnerability), never had any serious problems with it.

Okay, if you can max charisma, then yes I could see things going well for you. However, for a non-twinked (I mean not at all) enchanter in my teens, I was highly successful charming mobs on live. With essentially an identical character on P1999, charm was impossible, dropping within seconds.. We are comparing the two servers (classic in 1999 / 2000 and the P1999 server) in this thread. I am not debating charm in this thread. I had no money to purchase anything, the server was still new (I actually started my enchanter on a newly created live server at the time having decided to leave the Fennin Ro server where my first characters were.) Charm at low levels is nowhere close to how it was on live. Trust me..

Splorf22
04-15-2012, 01:31 PM
What time are we talking about Striker? I distinctly remember buying Charm at L12 last February and being absolutely horrified. I had planned on pwning Crushbone, but it would last for 1-2 ticks every time (hurray 75 base charisma). However when I putzed around with another enchanter last November, charm at 12 worked very reasonably (Erudite/105cha).

Again, I think charm is something like 25% weaker than it was on live, mainly based on Xornns descriptions vs my tests. But since we don't have any hard evidence, and enchanters are already so ridiculously OP at higher levels, I think Kanras tuned it reasonably.

Ikonoclastia
04-17-2012, 10:27 PM
I have one - Ancient Cyclops is SRo was never a campable mob, it spawned in multiple locations like Pyzjn and then wandered.

fischsemmel
04-17-2012, 11:35 PM
(charming wisps to take advantage of their invulnerability)

Well I'll be damned.

Slave
04-18-2012, 04:43 AM
And oh yes the big one: Raid bosses spawned at regular intervals on Live, and here we have worthless variance.

Kevlar
05-31-2012, 10:56 AM
More fuel to the weekly reset fire.

EQMac still does a weekly reset and has not had a patch in 10 years.

Brut
05-31-2012, 11:05 AM
Biggest change imo is we know what's going on and can min/max farm proper gear no problemo.

Back in the days you'd read the manual and hear how cha increased language skillups so you put majority of your starting points in it as ogre shm.

HarrisonIsStillPosting
05-31-2012, 11:14 AM
And oh yes the big one: Raid bosses spawned at regular intervals on Live, and here we have worthless variance.

This was added in a good-natured yet foolhardy attempt to curb poopsocking. DA/TMO weren't expected to be so pathetic as to sit the extended amount of time nonstop on top of the spawnpoints.

Slave
05-31-2012, 12:56 PM
This was added in a good-natured yet foolhardy attempt to curb poopsocking. DA/TMO weren't expected to be so pathetic as to sit the extended amount of time nonstop on top of the spawnpoints.

Remove the camp rule for raid mobs, add FTE. Done and done! Nobody would have to ever poopsock again.

The larger guilds will still have an advantage, but they WILL lose some big mobs. Add bimonthly server resets... oh my god now we're cooking with gasoline!

So high, so low, so many things to know.

Auchae
05-31-2012, 01:57 PM
I actually haven't tried this on P99, but my favorite old school feature was the ability to /consent someone, and they could loot your corpse. I used to do that to transfer items from 1 character to another.

Daldaen
05-31-2012, 02:17 PM
Giant mobs, like Cyclops / Hill Giants ran even with social aggro, making quadding them very annoying.

kaev
05-31-2012, 03:22 PM
Dunno if anybody else has mentioned, but...

"You have caught fresh fish!"

Razdeline
05-31-2012, 03:28 PM
All undead had social aggro. I fondly remember this from training spectres to the docks.

Mobs do not run fast enough when low health, a snarer in Seb or Chardok, for example, were basically required. I really find this important, because it was a game mechanic that entertained suspense.

(I played a little on EQmac, and mobs were running correctly there if you need a reference)

The bard mob 30 yards out (once zoned into highkeep), always dropped a lute.

Bolt spells were brighter and did not look like a glowing black stone shooting through the air.

Certain caster mobs throughout Kunark cast a larger array of spells in comparison to what they are doing now. I remember mobs casting root more often in Sebilis. (not sure if this was just exclusive to here)

SamwiseBanned
05-31-2012, 05:50 PM
edit read thread title backwards.

hdawg06
05-31-2012, 06:02 PM
Velious

batkiller
05-31-2012, 10:34 PM
There are only really two things that I miss. First of was that there were enough players that all fun places had groups. For example here, I have visited Cazic Thule many times and I never saw another person :( It just seems nobody ever goes there, except the occasional person using the wiz port. Same goes for lots of zones, the population really seems low, and my time zone makes it even worse. Often when I play the entire population is only double digits.

And the other thing I miss is that petitions got answered eventually. I think general petitions get answered in P99 ok, but reimbursements and the like just take forever, or never get answered (according to some people). That is pretty sad. I can take good care of myself and even soloing most of the time is something I can cope with, but occasionally we need help from the gods.

Daldaen
05-31-2012, 11:15 PM
Mobs dropped aggro if you got too far away from them, then if you got within about 200' of them again, they reaggroed with 0 points of aggro on you (so that if they pass anyone KOS while you are running them around they will attack that person).


Training here just isn't easy enough, and it should be. EQ trains were baller.

finalgrunt
06-01-2012, 02:11 AM
There are only really two things that I miss. First of was that there were enough players that all fun places had groups. For example here, I have visited Cazic Thule many times and I never saw another person :( It just seems nobody ever goes there, except the occasional person using the wiz port. Same goes for lots of zones, the population really seems low, and my time zone makes it even worse. Often when I play the entire population is only double digits.

And the other thing I miss is that petitions got answered eventually. I think general petitions get answered in P99 ok, but reimbursements and the like just take forever, or never get answered (according to some people). That is pretty sad. I can take good care of myself and even soloing most of the time is something I can cope with, but occasionally we need help from the gods.

It also has to do with the fact that most people know the best places to level up at nowadays.

nilbog
06-01-2012, 12:44 PM
Immobile tradeskill containers (forge/cask etc.) do not allow players to store items in them.

On live it was a great way to swap items between characters, here it doesn't work due to new tradeskill system which has almost been fully disabled (the recipe box).

Will look into this. Items are locked down pretty tight, and these changes get put off due to there being no exploits. When changes are made to trades, containers, or corpse items, they sometimes open up the possibility for trade or item bugs.

I actually haven't tried this on P99, but my favorite old school feature was the ability to /consent someone, and they could loot your corpse. I used to do that to transfer items from 1 character to another.

This is disabled and will not work on p99. At this point on the timeline, it was long gone from live. Early on Erollisi Marr, I remember dragging some corpses in Splitpaw with the understanding that I wouldn't take items, but I'd keep all coin for dragging it. Exploits with this on eqlive were like.. having no drop items on one character. Deleting that character, then remaking new character with the same name. When you arrived at the corpse, you could loot it due your name being identical.

Giant mobs, like Cyclops / Hill Giants ran even with social aggro, making quadding them very annoying.

This is not currently doable without making an independent faction for each npc. It has been mentioned to source developers.

Dunno if anybody else has mentioned, but...

"You have caught fresh fish!"

What needs to happen with fishing?


Mobs do not run fast enough when low health, a snarer in Seb or Chardok, for example, were basically required. I really find this important, because it was a game mechanic that entertained suspense.

NPC fleeing was changed last patch. Is this still an issue?

The bard mob 30 yards out (once zoned into highkeep), always dropped a lute.Lislia Goldtune? I can't find anything supporting this, but I will change it if that's how it needs to be.

Bolt spells were brighter and did not look like a glowing black stone shooting through the air.The 'bolt' spell graphic itself is missing from titanium. The glowing black stone graphic was used in lieu of nothing else. I suppose the new bolt graphic could be looked into.

Certain caster mobs throughout Kunark cast a larger array of spells in comparison to what they are doing now. I remember mobs casting root more often in Sebilis. (not sure if this was just exclusive to here)Cases like this are often undocumented and impossible to research. We do have the ability to make certain spells a priority over others, if that is the case.

Back on topic..

Spell animations flow upward from your hands rather than outward.

This is true. What needs to happen is the spell, when particles are ejected, aligns to the skeletal structure of the arm. Kanras made the ice nuke particles shoot directly horizontal, instead of vertical. This is modifiable with hex using the spellsnew.edd file. Being that that file is purely client-side, this is a project that the community could work on.

http://i48.tinypic.com/20rrbyo.jpg

green: purely horizontal
red: desired, aligned with direction of hands

This could be its own thread. People good with hex edits, this is for you. Due to the complexity of changing even 1 spell effect, the structure of the file itself needs to be understood and some type of blanket change applied.

fadetree
06-01-2012, 01:28 PM
On the mobs casting issue - I have yet to be rooted by a caster mob. I recall that the mobs on live seemed to have a very minor AI-type routine directing their casting - ie., if your target is running, prefer snare and root over say, a debuff. I guess its similar to how they decide to start healing, etc.

Grumble
06-01-2012, 06:39 PM
I remember in the old days when I started playing, back in '00, the mobs in Qeynos, QH, and EF were always churning, moving. There were a few static mobs in these zones, but not many. Now, most of them are static with only a few mobile.

Volfie
06-01-2012, 08:42 PM
/Q porting

Hollywood
06-15-2012, 12:02 PM
Mobs dropped aggro if you got too far away from them, then if you got within about 200' of them again, they reaggroed with 0 points of aggro on you (so that if they pass anyone KOS while you are running them around they will attack that person).


Training here just isn't easy enough, and it should be. EQ trains were baller.


You know I thought something was wrong when they wouldn't give up...
There's no way we woulda made it across the Great Wastes for example if mobs never gave up the chase.

I really wish they would fix this.

Slave
06-15-2012, 02:52 PM
Mobs dropped aggro if you got too far away from them, then if you got within about 200' of them again, they reaggroed with 0 points of aggro on you (so that if they pass anyone KOS while you are running them around they will attack that person).


Training here just isn't easy enough, and it should be. EQ trains were baller.

That's what made EQ such a fun and terrifying game to play, and why Snare was a much more sought after ability, not (only) the overcharged run speed we hopefully still don't have to deal with after the patch.

nilbog
06-15-2012, 03:14 PM
You know I thought something was wrong when they wouldn't give up...
There's no way we woulda made it across the Great Wastes for example if mobs never gave up the chase.

I really wish they would fix this.

My findings on this phenomena were:

-it did exist
-it was in Kunark zones. Not prekunark. (unsure of Velious, but I don't recall it happening)
-personal beliefs: it had to do with the pathing of Kunark zones on live. To this day, strange pathing happens outdoors.

Galanteer
06-26-2012, 09:51 AM
I actually haven't tried this on P99, but my favorite old school feature was the ability to /consent someone, and they could loot your corpse. I used to do that to transfer items from 1 character to another.


This was removed in the summer of 99 due to scammers stealing peoples stuff. Sure it pissed off the three person group I was playing with regular on a lan at the time, though we understood its need.

Nirgon
06-26-2012, 11:58 AM
2 handed damage bonus (fact)

Gentlemen start your engines

Raid variance ... seems to lead to shit spawning at 3am-8am and unfortunately it is immediately killed then, whereas it would ordinarily be killed and respawn regularly at a sane hour. Talk about your raid scene :P.

Shinko
06-26-2012, 12:27 PM
when you consent somone, and they can loot ur corpse


if been said 2 bad 2 lazy to read

bamzal
06-26-2012, 12:30 PM
^ lol

rafaone
06-26-2012, 12:46 PM
You could see spell particles cast on yourself on 1st person view :) actually missing that, dang ...