Project 1999

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-   -   Miscellaneous: Issues I Would Pay to Fix (/forums/showthread.php?t=5735)

maultar 04-15-2010 05:25 PM

I agree group consent and guild consent is NOT classic. But /consent bill should allow bill to drag my corpses that exist at the time of /consent and also allow him to drag then as long as they exist no matter if he or I log out.


No "skeleton"s or "tree snakes" passed by log. Tree snakes are too tough for noobs and so are "skeleton"s decaying skeletons are fine. I also think if you remove those two from the mix adding more decaying skellies and fire beetles would help. Decaying skeletons also need the rusty rate increased please. In classic from what I remember they did path over the log, as annoying as that was.

As for the ore I can play ball and go to rathe or log in an alt and do a trade with my wife and her char. I know that was classic but in the interest of saving time why not throw in some vendors? I mean we have autocombine and recipie favorites etc, those were not classic. Classic had you manually entering in all the ingredients one at a time. So until that is changed, adding an ore vendor in evil cities is no better or worse.

nilbog 04-15-2010 05:28 PM

Quote:

Originally Posted by maultar (Post 46088)
I mean we have autocombine and recipe favorites etc, those were not classic.

Don't mistake unfixable client issues with "working as intended". If there was a way for me to remove these things, I would. If a method is presented to disallow these, we will use it.

maultar 04-15-2010 09:34 PM

Is there a way you can make it so that just the experiment window comes up only? That's pretty much how it was. Can't believe I'm suggesting ways to make life harder but again, classic is classic.

Dabamf 04-16-2010 06:36 AM

I recall no skeletons ever agroing newbie log area. They were further away on and usually to the left of the big hill. The log was swarmed with the lowbie spiders and fire beetles usually, with some moss snakes and decaying skellies mixed in.

maultar 04-16-2010 08:46 AM

Quote:

Originally Posted by Dabamf (Post 46501)
I recall no skeletons ever agroing newbie log area. They were further away on and usually to the left of the big hill. The log was swarmed with the lowbie spiders and fire beetles usually, with some moss snakes and decaying skellies mixed in.

What Dabamf said.

Zephys 04-16-2010 11:23 AM

Yeah the log had more noob spawns like moss snakes, fire beetles, spiders, and decaying skeletons.

Regular skeletons and Tree snakes would be both out of place and hellish.

Xumosa 04-16-2010 09:10 PM

yep from what i remember lvling at newbie log there was definatly no skeletons or higher lvl mobs there, just noobie stuff and some of it did path over the log but none of the kos stuff did

and i do recall the halflings kicking my ass once i explored a lil further passed the log too, i know for sure there was a group down the river on the ec side of bridge and im fairly certain there was a group on nek side of bridge up on the hill but i cant confirm that in anyway as im not positive

Azureblaze 04-16-2010 09:23 PM

What people have been saying about the newbie log I remember as well. No just "Skels" were there , it was more lowbie mobs. (fire Beetle, Decaying skels)

Plus what has been said about the halflings : I remember them as well. I can't say however if the halflings were always there from the start of classic.

Humerox 04-17-2010 12:02 AM

Think the roaming halflings came later. But yeah...skellies were up the path a bit from the newb log.

Secrets 04-18-2010 07:54 AM

Quote:

Originally Posted by nilbog (Post 46090)
Don't mistake unfixable client issues with "working as intended". If there was a way for me to remove these things, I would. If a method is presented to disallow these, we will use it.

I'll look into disabling autocombines on the server today :D

It's just an opcode I can return on likely.


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