View Full Version : Things changed/nerfed in 1999 not nerfed in Live.
rerkuv
12-08-2012, 05:57 PM
I was wondering if we could make a definitive list of these changes.
It's hard to sift through all the emotional posts about people claiming it was or wasn't on live etc. Lots of debating and back and forth in threads make it hard to distinguish between a revert to classic live, or just a change in 1999.
Vladesch
12-09-2012, 04:25 AM
Not exactly a nerf but it does severely hurt your ability to level...
Many of the kunark zones don't have safe spots on this server.
For example the area to the s and sw of the crater in burning wood, or outside the giant fort in burning wood.
The area outside the giant fort in frontier mountains.
The area outside karnors castle in dreadlands is safeish in places, but nothing like the nice clear border you had to pull stuff on live.
The eastern zone wall north of the overthere tunnel in skyfire.
The area close around the lake in loio.
As for a real nerf, the inability to drop coins.
(Yeah yeah, I should be happy to pay a tax and buy gems)
Lexical
12-09-2012, 06:01 AM
You could definitely drop coins in classic. I remember it being a well known prank to make large amounts in copper coins on a character with high strength and buffing him so he could barely move and dropping the coins outside a bank so when a newbie comes by and picks it up they just stand there confused.
Edit: Also pretty sure you could drop coins in Kunark, but could be mistaken.
Phatso
12-09-2012, 06:38 AM
u could drop coins in kunark. i spelled out we suck outside fear portal, and im 99% sure i had my epic.
goshozal
12-09-2012, 07:09 AM
I am 100% sure you could drop coins in classic, because back when I was a true noob and didn't know people on my classic server, I dropped coins in a secluded place in neriak and logged quickly over to my alt to transfer them.
Ahh, nostalgia.
Urbanzkopf
12-09-2012, 07:21 AM
I am 100% sure you could drop coins in classic, because back when I was a true noob and didn't know people on my classic server, I dropped coins in a secluded place in Kelethin and logged quickly over to my alt to transfer them.
Ahh, nostalgia.
This except I corrected it to fit with me :)
Xelris
12-09-2012, 07:34 AM
I joined during Kunark, and my jackass self was definitely making full use of the minor-illusion-as-a-coin trick in arenas.
Also, Lord Shin Ree, the assbeef at orc 1 in EC. Drops nothing, eight (EIGHT) levels higher than everything around it, harm touches. Lovely. Again I didn't have to deal with him on my main or alts leveling in Kunark and Velious... he came later.
Minor niggles thus far really. It's otherwise been very close to the original in construction.
Chedduh
12-09-2012, 08:23 AM
Pets eating majority exp if they out-damage the owner, nerf here that wasn't classic.
Marmo
12-09-2012, 08:39 AM
Variances on Raid mobs IIRC
goshozal
12-09-2012, 09:27 AM
Pets ate xp by kunark, iirc. I think it was nerfed mid/late classic. The variance here is waaaaaaaay bigger than classic. That always struck me as odd.
A1551
12-09-2012, 10:04 AM
one big one -- NPCs don't drop items you give them, so no charming mobs, giving them weapons with good procs and getting them back later!
I wasn't a big pet user in classic but I've been told classically they would take on delay of any weapons given, so you could give pets low delay weapons and speed them up. Don't know if it's true or if this was also nerfed classically but it's certainly not true here. Maybe someone who does remember can flesh this one out :)
-Propo Fol
nilbog
12-09-2012, 10:50 AM
You couldn't drop coins on live.
Removed at the end of Velious. If/when we find a way to make this happen, we will.
NOVEMBER 7, 2001
Added code that prevents player characters from dropping coins on the ground. This should prevent the loss of coins due to accident or scam.
http://www.tski.co.jp/baldio/patch/20011107.html
Also, Lord Shin Ree, ...he came later.
Willing to remove this guy if he's found to be non classic. Someone make a bug report.
Pets eating majority exp if they out-damage the owner, nerf here that wasn't classic.
This wasn't removed until 2002.
Pets no longer take experience in most situations
In the past, pets would take a full share of experience if they did the most damage to a creature. We've changed this rule as follows -
* Pets take ZERO experience from a creature, unless no player does damage to that creature.
* Pets take 75% of the experience from a creature - if no player does damage to that creature.
This means that your pet takes no experience from you or your group unless your pet kills a monster with no help from players. As long as you or your groupmates do damage to a monster, your pet will take ZERO experience.
http://www.mobhunter.com/mobhunter_archive/-1943078749.html
JUNE 5, 2002
Pets will not attack mesmerized creatures. Pets basically treat mesmerized NPCs as if they were dead.
Pets are neutral to NPCs. Monsters will not attack pets first unless the pet is being aggressive to something.
Pets take 75% of the experience from a creature if no player does damage to that creature.
Pets take ZERO experience from a creature unless no player does damage to that creature.
http://www.tski.co.jp/baldio/patch/20020605a.html
one big one -- NPCs don't drop items you give them, so no charming mobs, giving them weapons with good procs and getting them back later!
If/when we find a way to make this function with no bugs or exploits, we will.
Briscoe
12-09-2012, 11:54 AM
You couldn't drop coins on live. At least not in classic kunark or velious. I can specifically remember 2 specific events that would prove it. I was always willing to do transfers between characters by dropping gear and camping. For money you had no choice but to have someone else take it. And the fact that you couldn't move at all if you had too much money on you. People would deal with it because for some reason if you put the money in a trade window it would no longer weigh you down allowing you to move until you moved far enough away. If you could drop coins people simply would have dropped it and moved a little at a time.
The problem with trying to get non-classic mechanics fixed is posts like these, where someone comes into a thread and simply states something that is flat out wrong, yet they state it with full conviction and often times cite "specific events" which they are clearly not remembering properly. Thus, from the perspective of nilbog, despite having a plurality of folks arguing one side, we now have someone arguing the other side and without some definitive time-stamped proof, which often times is unavailable, what else can nilbog do? It's hard to make a change when two camps essentially end up arguing over whose memory is sharper.
In this particular example, it's overwhelmingly clear that coin-dropping is classic, it's just that it's tough to implement, as nilbog stated. Discussions over other game mechanics that were obviously non-classic have been muddied in this way, though, such as certain green-con mobs which are supposed to aggro (e.g. goblins in Droga).
Briscoe
12-09-2012, 11:58 AM
Also, on the topic of Lord Shin Ree, on ZAM we find the following excerpt dated August 23, 2000:
The Central Orc Camp ("Orc 1"): ... A little-known highlight of this camp is the ultra-rare spawn, Lord Shin Ree, who is approximately 23rd level. High-levels hunting griffins love to drop what they're doing and take Shin Ree down. He drops nothing special, however.
Swish
12-09-2012, 12:14 PM
Also, on the topic of Lord Shin Ree, on ZAM we find the following excerpt dated August 23, 2000:
So many noobs in 2000 however, a lot of people posted a lot of crap on Allakhazam, Everlore and various other sites that was just conjured up rather than factual.
The really big one that I've noticed is that mobs have a full spellbook to their level. The first mobs that I remember getting a full-spellbook relative to their level was the Sentries in the Sleeper's Tomb revamp. The first day that opened, we went in there and they were casting GSS which was unheard of at the time.
On live, you would fight a level 49 wizard mob, and they would spam level 34 wizard nukes. Here, if a mob is level 49 - you bet your ass it's already killed Naggy/Vox (or quested Staff of the Wheel) and researched Ice Comet.
Somekid123
12-09-2012, 01:33 PM
Mobs here regen hps pretty damn fast once no longer engaged.
Undead doesnt social agro if you havent regenerated any taunt on it [IE: Just run by specs in Oasis without attacking/casting, they would bounce on nearest target].
If you were in a wide enough zone, you could agro something, intentionally or accidental, run out far enough and it would eventually roam back to its spawn point after you waited long enough, kinda like it said Screw it im tired of chasing you, im going home! [Insert cartman voice here] - On SZ I would get tipped off when an Evil guild was raiding [I was team neut, GO NEWT!] and would zone into PoFear, run to the furthest corner possible and the mobs that agro'd at zone in would back off.
I'll add more as I remember.. too hungover atm.
Lorraine
12-09-2012, 01:53 PM
one big one -- NPCs don't drop items you give them, so no charming mobs, giving them weapons with good procs and getting them back later!
If/when we find a way to make this function with no bugs or exploits, we will.
What he means basically, is if they find a way to prevent people from trading no-drop items via charmed mobs, they might consider it.
The really big one that I've noticed is that mobs have a full spellbook to their level. The first mobs that I remember getting a full-spellbook relative to their level was the Sentries in the Sleeper's Tomb revamp. The first day that opened, we went in there and they were casting GSS which was unheard of at the time.
On live, you would fight a level 49 wizard mob, and they would spam level 34 wizard nukes. Here, if a mob is level 49 - you bet your ass it's already killed Naggy/Vox (or quested Staff of the Wheel) and researched Ice Comet.
Some mobs always had a full spellbook, but it was mainly the named ones like Djarn for example iirc.
One other issue with caster mobs is namely in Seb/Chardok, where in my opinion casters do not gate frequently enough. From what I remember back in live, these mobs would try to escape via gating a lot of times. From the rare occations I have seen one of them actually cast a gate, and get it off, they also somehow/someway reappear at their spawn point having regained a portion of their HPs. Which is again something I don't remember happening back in live.
If you were in a wide enough zone, you could agro something, intentionally or accidental, run out far enough and it would eventually roam back to its spawn point after you waited long enough, kinda like it said Screw it im tired of chasing you, im going home! [Insert cartman voice here] - On SZ I would get tipped off when an Evil guild was raiding [I was team neut, GO NEWT!] and would zone into PoFear, run to the furthest corner possible and the mobs that agro'd at zone in would back off.
That is something I do not recall of happening, like ever. If you agro'ed something via proxy, intentionally, unintentionally or by any way or means -- It would chase the hell out of you all over the zone. The only way you would 'dump' agro is if you died or if you zoned (or gated/ported/FD'ed, you get the picture). Even if your mobs were derailed towards someone who might draw them due to low HP agro, or bigger social agro - they would still remember you and come chasing you to where ever you found refuge.
If you were in a wide enough zone, you could agro something, intentionally or accidental, run out far enough and it would eventually roam back to its spawn point after you waited long enough.
No, it is very well known (at least in classic EQ) that mobs did not forget you unless you died, zoned, or killed it. I Remember when i started WoW, mobs would eventually forget you if you ran far enough, thought it was so strange
That is something I do not recall of happening, like ever. If you agro'ed something via proxy, intentionally, unintentionally or by any way or means -- It would chase the hell out of you all over the zone. The only way you would 'dump' agro is if you died or if you zoned (or gated/ported/FD'ed, you get the picture). Even if your mobs were derailed towards someone who might draw them due to low HP agro, or bigger social agro - they would still remember you and come chasing you to where ever you found refuge.
Are you a wizard?
Hroth
12-09-2012, 02:23 PM
I also found it strange when I started WoW and mobs would forget me if I ran far enough away. To my memory, that had never happened in classic EQ.
I can't recall hunting much in Seb during Kunark, but I know during Velious hunting in ToV-HoT that the cleric drakes would try to gate and if they succeeded they would heal up a little before running back.
Droog007
12-10-2012, 03:37 PM
I remember having trouble pulling mobs great distances in some of the Kunark zones, particularly TT. Mobs would warp back to their patrol path - but they didn't forget about you. Once you got back within a certain (large) radius, they would pick up the chase again. I highly doubt anything similar to that was possible in PoFear, having kited large portions of that zone's population for extended periods of time.
Gating mobs always got back some of their health, but they would only attempt gate if they were a certain distance from their spawn point (and then they would ALWAYS try). Similar to the TT scenario above, a gated mob would not immediately come back unless you were inside the "re-aggro" radius. I'm still a noob on this server, so I can't attest to it being any different here.
Lagaidh
12-10-2012, 03:48 PM
If/when we find a way to make this function with no bugs or exploits, we will.
Oh man! This is one of the little things I've been hoping could be remedied one day. I used to love giving the PoD scarab armor... or hearing the newbies shout to the zone about a giant rat having a fine steel two handed sword =)
Galaa
12-12-2012, 12:43 AM
Night Blindness not implemented in P99.
I remember it was mentioned that this is a client side effect, therefore its not possible to implement in this server.
Not sure if someone has figured out how to do it already...
Marmo
12-12-2012, 01:34 AM
Night Blindness not implemented in P99.
I remember it was mentioned that this is a client side effect, therefore its not possible to implement in this server.
Not sure if someone has figured out how to do it already...
Oh yeah! Kinda the reason I never play humans.
Galaa
12-12-2012, 02:17 AM
Oh yeah! Kinda the reason I never play humans.
My barbarian in classic ALWAYS got lost in the tunnels towards Blackburrows in EF :D
I had to camp outside the tunnels and wait for someone to run in, then i follow their light LOL.
My barbarian in classic ALWAYS got lost in the tunnels towards Blackburrows in EF :D
I had to camp outside the tunnels and wait for someone to run in, then i follow their light LOL.
Everyone wanted a GLS in inventory slot!
Galaa
12-12-2012, 05:00 AM
Night blindness is a pretty unique feature of classic imo. Never played any other mmo that have such a disadvantage on certain races. Hope that somehow it can be implemented in P99 one day.
mookynuke
12-12-2012, 06:39 AM
Coin dropping was actually removed due to an exploit. It should have been removed during the beta since the devs at 989 studios knew about it, but for one reason or another, they never got around to it till yr+ later. So I'm fine with it not being ingame.
koros
12-12-2012, 08:10 AM
Lord Shin Ree was classic, he was just exceedingly rare on live. Having leveled many chars there in 99 I saw him < 5 times. Probably 1-2% spawn chance, going to be difficult to find a source on that tho.
Snagglepuss
12-12-2012, 01:59 PM
EC tunnel trains were nerfed in P1999, but were arguably part of the classic experience.
Droog007
12-12-2012, 02:04 PM
My barbarian in classic ALWAYS got lost in the tunnels towards Blackburrows in EF :D
I had to camp outside the tunnels and wait for someone to run in, then i follow their light LOL.
That was tough - I learned to use the wall-mounted torches. Sometimes you had to run backwards and turn as necessary to keep the torch moving away from you. When you lost sight of that one, you could usually turn a ~180 and see the next one.
SirAlvarex
12-12-2012, 02:22 PM
No, it is very well known (at least in classic EQ) that mobs did not forget you unless you died, zoned, or killed it. I Remember when i started WoW, mobs would eventually forget you if you ran far enough, thought it was so strange
Not all zones. In LOIO for example, there was a "dead spot" near the Frontier Mountains zone line where I would leash goblins. If I were to run back within aggro that leash range, he'd come back for me. If I stayed within reasonable range, he'd go beyond that leash. But if I had SoW (which I did on my Druid) I'd be able to outrun them.
No zones in Classic were big enough, but there were some in Kunark. Unfortunately I don't know the logic they used for this nor would I know where to research it, as it was only a few zones that I experienced this.
koros
12-12-2012, 03:52 PM
Kurnak mobs would stop pursuit after a certain distance, it had nothing to do with the "size" of the zone.
Bamzal Sherbet
12-12-2012, 04:29 PM
rofl ya siralvarex west karana too small..
gloine36
12-12-2012, 05:38 PM
P99 took out the compass. We had that on live. Maybe not at classic launch, but we had it later. Screw the "It's not classic!" asshats and put the compass back on.
SirAlvarex
12-12-2012, 05:50 PM
rofl ya siralvarex west karana too small..
I love responses like this. It makes me appreciate the people not on the internet.
Jolly good job concentrating on one line and trying to make a wise crack, buddy! Everyone on the internet now thinks you're that much smarter!
It may or may not have applied to Classic zones, but the leashing existed for LOIO with atleast the goblins. So yeah, the guy who originally mentioned it was correct it happened. That'll teach me to defend another poster.
Splorf22
12-12-2012, 06:07 PM
I really don't understand why its hard to code getting stuff back from charmed pets. If the item is tradeable, add it to the loot table. If it isn't, don't. This should be a 1-liner or close to it.
Arclanz
12-12-2012, 07:31 PM
Night Blindness not implemented in P99.
I remember it was mentioned that this is a client side effect, therefore its not possible to implement in this server.
Not sure if someone has figured out how to do it already...
Great post. Yes this is a big one. I heard that Alkabor server has classic day/night. /drool. EQ is much easier and less scarey when everyone can see clear cross the zone 24 hours a day.
Also not classic that pets will not aggro a mesmerized mob. Although someone may have mentioned this had been fixed in kunark/velious.
I miss when mobs use to "say hit by non melee damage." lol.
Galaa
12-12-2012, 11:17 PM
EC tunnel trains were nerfed in P1999, but were arguably part of the classic experience.
aye, in classic EC tunnels, evil races cant afk there, thats part and parcel of being an evil race.
However the devs deemed that people here will whine, so they removed this...
Vladesch
12-13-2012, 02:21 AM
P99 took out the compass. We had that on live. Maybe not at classic launch, but we had it later. Screw the "It's not classic!" asshats and put the compass back on.
Second this.
Having to manually tap sense heading adds nothing to the "classic" experience or enjoyment of the game.
Vladesch
12-13-2012, 02:25 AM
I really don't understand why its hard to code getting stuff back from charmed pets. If the item is tradeable, add it to the loot table. If it isn't, don't. This should be a 1-liner or close to it.
I think the problem is the loot table and the equip table are one of the same. So if you did that you would not be able to give your pet nodrop items.
Not that this would be such a bad thing.
koros
12-13-2012, 11:58 AM
That's definitely not the problem, as npcs couldn't equip no drop items anyway.
Second this.
Having to manually tap sense heading adds nothing to the "classic" experience or enjoyment of the game.
It adds everything to the classic experience. EQ 1999 was absolutely brutal and never held your hand. Some people want that, but unfortunately with everything being known that magic of mystery is hard to come by.
maximum
12-13-2012, 12:20 PM
It's hard to sift through all the emotional posts about people claiming it was or wasn't on live etc. Lots of debating and back and forth in threads make it hard to distinguish between a revert to classic live, or just a change in 1999.
The forum isn't the place for this kind of thing. P99 has a wiki, where you can create articles and people can help fact-check. Here's an example:
http://wiki.project1999.org/Non-Classic_Compendium
I suggest doing this on the wiki.
Snagglepuss
12-17-2012, 11:57 AM
I was thinking the other day that I don't go LD on the boats enough or even glitch and fall off the ships. That's different from live! I think some of my most traumatizing gaming experiences came from falling off the boat or getting killed by a seafury that somehow attacked me through the ship. Then having to locate my corpse or swim to an island and beg for someone to find me.
I also don't randomly crash or go LD when someone picks up the phone line.
Anyone else have horrible stories of crashing or going LD back in the glory days of dial-up and classic eq?
Bigcountry23
12-17-2012, 09:05 PM
Also, Lord Shin Ree, the assbeef at orc 1 in EC. Drops nothing, eight (EIGHT) levels higher than everything around it, harm touches. Lovely. Again I didn't have to deal with him on my main or alts leveling in Kunark and Velious... he came later.
Was around as early as March 2000 (Which we are past server time).
http://everquest.allakhazam.com/db/npc.html?id=3567
Not seeing any reference to him Harm Touching though.
bopice
12-17-2012, 09:54 PM
Things that are different here that realy bothered me are :,
Pathing = much worse than live here. spots in dungeons never fixed that kill groups over and over.
Ac = not the same as live. It is better than at launch but still isn't close to correct , which kinda ruins the whole getting better gear for melee's. When the Ac doesn't do exactly what it should.
Mobs drop rates. Item drop rates are put in at the best guess of the devs. Many items were much Harder and sometimes easier to obtain back on live. This ruins it for me too :( I mean if obulus death shroud drops 1 in 1000 here and 1 in 5000 on live. kinda sucks for that true classic experience. or When wu sticks drop 1 in 100 instead of 1 in 2000 phantoms etc etc.
Mobs that roam where they shouldn't , mobs missing . The LDC that roams from entrance of sol b ? the kobold that is stationary in the first left tunnel of sol b on p1999 was never there. etc etc.
Mobs spawn rates / spawn times. not always correct.
It is great that they work so hard to make this server classic . It is just sad that no one can ever recreate it exactly.
Go to eq mac and check out the spawns and loot chances maybe ? would be an easy way to fix things. Even a go way to check how ac should work.
Mobs not casting correct ai. and not acting like they did on live. Also spells "whirl till you hurl" etc . working different than live. at this point.
It is a great server , just that when 40percent of the players were caught cheating.... kinda ruined it for me. On top of power hungry gms that banned me so their friends could get a raid mob. I was unbanned but still ruined the experience.
I loved playing beta and the first few months were awesome here.
bubur
02-18-2013, 08:00 AM
I remember having trouble pulling mobs great distances in some of the Kunark zones, particularly TT. Mobs would warp back to their patrol path - but they didn't forget about you. Once you got back within a certain (large) radius, they would pick up the chase again. I highly doubt anything similar to that was possible in PoFear, having kited large portions of that zone's population for extended periods of time.
Gating mobs always got back some of their health, but they would only attempt gate if they were a certain distance from their spawn point (and then they would ALWAYS try). Similar to the TT scenario above, a gated mob would not immediately come back unless you were inside the "re-aggro" radius. I'm still a noob on this server, so I can't attest to it being any different here.
seconded. i remember it like this.
ran far enough away, it would give up the chase, but as soon as i got near it again (even before it was visible), it was on me like glue
Waedawen
02-19-2013, 10:38 AM
5 minute Damage Shield timers.
Seriously. What the fuck. Make it 15 and get it over with. Last time this topic gained steam, GM's basically said "Deal with it. hurr durr PL abuse."
Wutno
02-19-2013, 12:57 PM
The devs nerfed halfling and freeport guard spawn timers for some reason. This is not classic.
Just because people are levelling there is no reason to make it unclassic. Also, getting a high lvl ds from a druid or mage was one of the coolest things as a noob. 15 minutes of great xp!! Why nerf that? People have multiple 60s and lvling noobs is one of the fun things. It's both fun and classic.
Wutno
Tecmos Deception
02-19-2013, 01:45 PM
I really don't understand why its hard to code getting stuff back from charmed pets. If the item is tradeable, add it to the loot table. If it isn't, don't. This should be a 1-liner or close to it.
The thought of duoing with a cleric and us each handing my charmed pet a steel hilted flint dagger is just...
:D:D:D:D:D
for damage shield duration see: http://www.project1999.org/forums/showthread.php?t=29088
Striiker
02-19-2013, 02:27 PM
Night Blindness not implemented in P99.
I remember it was mentioned that this is a client side effect, therefore its not possible to implement in this server.
Not sure if someone has figured out how to do it already...
Adjust Gamma correction down in the video card settings. It will make everything dark at night for those without night vision. This went away pretty quickly once the ability to fiddle with gamma correction was made available. If you are hard core, you are free to do this but most just adjust it up to eliminate the effect of darkness.
Sciontyr
02-19-2013, 04:28 PM
For anyone saying that you COULDN'T drop coin in classic, here you go, taken from the November 7th 2001 patch notes:
http://everquest.allakhazam.com/history/patches-2001-2.html
- Added code that prevents player characters from dropping coins on the
ground. This should prevent the loss of coins due to accident or scam.
Nirgon
02-19-2013, 04:32 PM
Resists, melee combat tables (npc and pc)
The Mac has that crisp, authentic taste that I can certainly detect
This is pretty close cept for (insert unmentionable in blue territory here)
For anyone saying that you COULDN'T drop coin in classic, here you go, taken from the November 7th 2001 patch notes:
http://everquest.allakhazam.com/history/patches-2001-2.html
- Added code that prevents player characters from dropping coins on the
ground. This should prevent the loss of coins due to accident or scam.
I miss this actually. Having to buy gems to drop xfer plat is lame. Was also fun to drop 10k copper in the newbie areas and watching people get stuck.
HeallunRumblebelly
02-19-2013, 04:44 PM
Still have hoop dreams. Ivandyr's hoop never forget.
Vladesch
02-20-2013, 02:01 AM
It adds everything to the classic experience. EQ 1999 was absolutely brutal and never held your hand. Some people want that, but unfortunately with everything being known that magic of mystery is hard to come by.
Brutal by making you press a key instead of look at the compass.
Riiiiight.
Whatever floats your boat.
Kagatob
02-20-2013, 02:55 AM
I can't wait for coin drop.
triad
02-20-2013, 04:01 AM
Second this.
Having to manually tap sense heading adds nothing to the "classic" experience or enjoyment of the game.
you would still have skill it up the compass on live would just point randomly until your skill was up iirc
Kagatob
02-20-2013, 04:57 AM
you would still have skill it up the compass on live would just point randomly until your skill was up iirc
Only during Luclin/PoP. LoY changed it so you didn't have to. Velious didn't have a compass at all (Besides the item).
Clark
02-20-2013, 05:33 AM
The thought of duoing with a cleric and us each handing my charmed pet a steel hilted flint dagger is just...
:D:D:D:D:D
:cool:
Kagatob
02-20-2013, 05:59 AM
I remember being able to leave items (including no-drop ones) in forges for other players to remove.
Lyssia
02-20-2013, 07:36 AM
Or simply bind your sense heading key to your left right key and move on and quit whining
Seredoc
02-20-2013, 09:00 AM
Well this is kind of a change/nerf thing but has to do with velious release. I noticed on the wurmy that is states "Note: Changed to PRIMARY only on blue in 2/13/13 patch (Possibly 02/21/2001 on live).
Note: Will Not Fit Inside Any Bag (Even Giant Size Bags) Until Velious. "
So this means that p1999 is using patch info from up through velious....does that mean that snare/root will stack since it was the jan 09, 2001 patch that changed it?
nilbog
02-21-2013, 09:00 AM
The devs nerfed halfling and freeport guard spawn timers for some reason. This is not classic.
Just because people are levelling there is no reason to make it unclassic.
Wutno
Jumping to conclusions. Prekunark, the guard timers were 6 minutes. In the patch of May, 2000, that was changed. Here:
MAY 12, 2000
<hr size="1"> Newbie Guards:
As we are sure many people are aware, there are guards that exist specifically for the purpose of giving new characters a place to run in order to be saved from a certain death. However, as many people have mentioned, these guards are frequently either dead, or engaged by players choosing to hunt them. This makes things very frustrating for newer players, and with the large influx of new players due to the release of EverQuest: The Ruins of Kunark, we decided that a change was warranted.
Though we do not have a problem with players choosing to hunt guards, the newbie guards themselves, specifically the ones at the gates of cities and in the vicinity of newbie zones, need to remain alive under most circumstances. To that end, we have buffed up these newbie-protecting guards, made them immune to magic, and given them some pretty good healing properties, in order to make them less attractive to people hunting them.
In addition, though we have left the guards inside cities as-is from the perspective of power, we've also found a problem with the respawn rate. Previously they were typically on a six-minute timer, making them spawn much faster than an equivalent NPC would in a dungeon. We have normalized the respawn time of guards inside cities to bring them in line with dungeon NPCs.
Also, getting a high lvl ds from a druid or mage was one of the coolest things as a noob. 15 minutes of great xp!! Why nerf that? People have multiple 60s and lvling noobs is one of the fun things. It's both fun and classic.
If this is wrong per timeline, it's not intentional.
I can't wait for coin drop.
This should be possible with some client magic. [tech question]Does anyone know where to find the texture for the coins in any of the s3ds? [/tech question]
Second this.
Having to manually tap sense heading adds nothing to the "classic" experience or enjoyment of the game.
Maybe not enjoyment, but it definitely adds to the classic experience.
Well this is kind of a change/nerf thing but has to do with velious release. I noticed on the wurmy that is states "Note: Changed to PRIMARY only on blue in 2/13/13 patch (Possibly 02/21/2001 on live).
Note: Will Not Fit Inside Any Bag (Even Giant Size Bags) Until Velious. "
So this means that p1999 is using patch info from up through velious....does that mean that snare/root will stack since it was the jan 09, 2001 patch that changed it?
Correct.
rsloans84
02-21-2013, 09:22 AM
Actually back in "classic" u could go into a room back away from someone drop twink items log your alt and collect items.. Not too sure this works or not on p99 was scared my items would disappear
nilbog
02-21-2013, 09:31 AM
Actually back in "classic" u could go into a room back away from someone drop twink items log your alt and collect items.. Not too sure this works or not on p99 was scared my items would disappear
Dropping items works, yes. But, as you said, you should be scared someone might pick them up, or if for some reason you couldn't log back in within the allotted time, they would disappear.
rsloans84
02-21-2013, 09:35 AM
What is alotted time on decay on p99
Ashburn
02-21-2013, 09:59 AM
I remember that if you tried to drop xfer items or coin near a vendor they would steal it from you. I feel like that was during kunark.
nilbog
02-21-2013, 10:16 AM
I remember that if you tried to drop xfer items or coin near a vendor they would steal it from you. I feel like that was during kunark.
NPCs picking up items happened from launch through present eqlive. This is slated to be developed here, but as of yet, the functionality does not exist. From my tests, there doesn't seem to be a common theme on which npcs will take items. If one could be found, great. Whenever I'm in a city, I often drop items as I run along and see who picks them up.
For example:
Jracol Brestiage says 'Look what I found! I hear there's a good market for these back in Highpass.. lucky me!'
Hansl Bigroon picks up a discarded item from the ground and says, 'Don't people have enough respect for our grand city to not throw things onto the streets?!'
Barthal picks up a discarded item from the ground and says, 'Don't people have enough respect for our grand city to not throw things onto the streets?!'After the functionality is added, we would also need to know which npcs are .. trash collectors, and what they say. Group effort for sure.
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