Quote:
Originally Posted by loramin
(Post 2995021)
Sounds like a bug someone should file (I know that normally evidence is required, but since there's so little evidence of pathing I think the devs might accept "memory evidence", especially when it makes perfect sense and opens up more play areas for people) :)
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The issue with making a bug report and submitting memory evidence is that the project is run by volunteers and time is their most critical resource that they have available. If someone reports something as being wrong, and they go to fix it, and then have someone else contend that the fix is wrong and submits better evidence, then they just wasted time that could have been used elsewhere.
There are a number of things wrong with the server and its mobs that I noticed from having fanatically played old retail.
1) The 4 spawn bandits in Butcherblock didn't have semi roaming paths. They were static placed mobs that would link aggro if you pulled one which made them hazardous for a Magician to solo the camp without clever use of the guards, but made it easy for a level 9 bard using Lament.
2) There were 4 skeleton mobs placed equidistant in relation to the fallen cog wheel in steamfont outside of the mino cave so that a druid could shift into tree form, thorn coat themselves and pull them each one at a time to be killed without having to move if they set themselves correctly in place. I abused this spot several times as a druid. There was no melee knockback from melee hits while in tree form as well. None. I could sit and med and fight as a tree the whole time for hours.
3) The entrance hallway of the Hole that had elementals in 2 rows were set deep enough in their alcoves so that they were not in LoS of each other if you were careful in pulling from sharp frontal angles, allowing you to single pull each of them one at a time in turn without crowd control effect spells. My magician abused the hell out of them in the mid to late 40's. I actually have semi proof of this being the case.
http://everquest.allakhazam.com/db/z...9&p=5#comments
Comment thread started by SOLO EXP poster, 6th from the bottom.
4) High Elf paladin guards in felwithe never, ever, ever used any spell other than a standard healing style spell at low health, and that was it. Ever. They never cast root, dispel magic, lay on hands, or anything else other than self buffs periodically. Those were the mobs I bombed with joy with my magician after I was done with the Hole.
The major issue for #3 is that P1999's custom code uses a different method of mob aggro dectection over what true Retail uses and it just might not be possible for the volunteer staff to match it with specific delicate examples, like that stacked alcove hallway. The issue for #4 is that P1999's custom code for spell tables for mobs is far more robust than what old pre Luclin EQ had available and it would be darned hard to prove what spells a mob had and then apply it to some and not others.
I have submitted bug reports before but only for really critical things, and for those things being items I know the staff could correct with minimal effort.