Project 1999

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-   -   Plane of Fear (/forums/showthread.php?t=1364)

Allizia 12-01-2009 02:25 AM

Quote:

Originally Posted by Reiker (Post 8610)
Scarelings not shadow stepping was reported the very first night we were in there...

^ True story from reliable sources, this isn't a hate post

Jereziah 12-01-2009 02:25 AM

You're right, it's a fear post. Hate posts are ---> way.

Reiker 12-01-2009 02:28 AM

Jokes

Wonton 12-01-2009 02:28 AM

Quote:

Originally Posted by Icecometus (Post 8582)
Cool but you guys in IB seem like the type of folks that know the raids very well, why not clue the Devs in on the fact the raids were not working correctly after your first run?

Xzerion is with us majority of the raids, heh. Poor guy got / gets spammed so much

Goobles 12-01-2009 04:46 AM

Let's all just settle down, and have some pie.

Bubbles 12-01-2009 10:44 AM

Quote:

Originally Posted by Icecometus (Post 8601)
I am not a hater :) just curious... seen a similar situation on the last progression server I played on and its just interesting that the same missteps have been made with respect to the end game content. On that server 12 or so level 46s killed naggy and cleared hate and most of fear in on night... this is obviously not in the same ball park.

Lets just say that the next dragon/god/planar encounter that closely resembles what is was actually like in 1999 will be the first.

And that's not the devs fault, it's just incredibly hard to recreate experiences perfectly and accurately when there was so few who were actually there in 99 to experience it.

There are so many variables that go into each encounter.. Mob stats, aggro list, pathing, line of sight, pets vs, charm, melee mitigation, mob AC, mob scripts, mob placement, spell effectiveness, Resists, etc..

That's not even scratching the tip of the iceberg.

These encounters are *insanely* hard to recreate accurately. I've seen Nag die, it wasn't even remotely on par to what it took to kill him 10 years ago. But someday it will be. It's also really rough from the players standpoint to feedback certain things and back up your statements.

I mean, the first 3 weeks i was in sky on live the goddamn zone wasnt even itemized at all beyond broken quest pieces. How can i prove that? The first time we zoned into Fear on live the mobs hit for 40 dmg and we laughed ourselves silly and farmed armor for a week before Verant tuned it up. How can I prove that? Charming mobs vs. dragons was bad idea jeans since the charm icon would default as the top buff slot and the second the dragon dispelled, your charmed pet became an angry NPC add that would pick off clerics and casters one by one. How can I prove that?

The thing is, you really can't.. Wayback Machine only will lead you to common knowledge stuff that isn't necessarily "accurate", either. After all, the EQ version of "facts" is things.. randomly posted on the internet.

Best proof I have for Enchanters is simply you didnt see any charm kiting in Skyfire, because of the friggin chromodracs ;). But I can't prove that either. What we all know and are afraid to say is in Classic enchanters hasted 20 ppl, claritied 20 ppl, tashed a raid mob and then... sat down and read a magazine. Anyone grouping with enchanters doesnt want them whacked with the nerf bat all the way to their actual classic status, and lord knows the actual enchanters want nothing to do with their classic place in the EQ world either. Then you have to make a gut decision if you are in power and decide just how classic you want it all to be. Im pretty sure that the first big brew-ha-ha about "zomg melee sucks this isnt classic!" was a good example of how fun it is to balance things out in the face of ppl delusional to what classic-EQ actually entailed in the first place. I'm not sure the devs/GMs are ready to tackle 20 new issues like that and still err on the side of the player base.

So get off the dev's backs on this. Anyone who thinks what we are experiencing now is anything other than Beta version 2 is delusional. It's pretty amazing how far we've come from our handful of testers pre-launch to where we are 2 months down the line. It's not 100% classic, but pre-50 you sure can fool people. And that's pretty awesome in and of itself :).

Aeolwind 12-01-2009 11:16 AM

Patch is pretty much done, just needs to go to live so I'll spill a bit of bean. Btw, thanks for keeping this thread on the up and up.

Cryosilk Robe - Originally planned to be 1 on the server and cease dropping & russet removed at that time as well. This wasn't just me, this was a consensus on the dev team. Since there's already 2 I'm leaving it open for a 3rd. After that you can wave good bye to them and Russet.

Roamers - Aggro range doesn't work quite the same in fear as it used to. As such we were caught in a dilemma. We found a couple "holes" that weren't there on live & one "hole" that is supposed to be there was far easier to get to than intended. Both cases should be altered now slightly.

Scarelings - We finally (thank god) figured out why they were porting themselves and not their targets. There is a field that does not show up in the spell editor (some of you may be familiar with the editor) and can only be found directly through the DB (spells_new). This is also what plagues damage shields as well as a few other spells.

Golems/CT - About this all I can say is this: Fixing this script with 1 person is hell. Report any buggy activity and I'll see what I can do. But, if you whole raid gets DT'd at once, please take a screenshot so I can laugh. As part of security measures, there is limited external quest control, IE I can't make changes on the fly at the moment. So, if it's buggy, it will remain so till the next patch. One last thing to keep in mind. The golems are supposed to work a certain way. And we tried for weeks on end to mimic that behavior & succeeded in beta. That behavior, somehow, has changed the way it works on live & test now. So, be aware I have no freaking clue why that is. So, be wary.

guineapig 12-01-2009 11:22 AM

The code is alive!!!:eek:

Aeolwind 12-01-2009 11:25 AM

Quote:

Originally Posted by guineapig (Post 8715)
The code is alive!!!:eek:

In the EQ Alpha, one of the devs was talking about the Allizewsaur. He stated that as a ship passed it took off in the direction of the ship for no reason and slaughtered everyone that was testing boats. Then roamed back to his island & resumed pathing.

guineapig 12-01-2009 11:46 AM

Ghost in teh Machine... we haz it!!! :p


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