Project 1999

Project 1999 (/forums/index.php)
-   Blue Server Chat (/forums/forumdisplay.php?f=17)
-   -   What Classic EQ should be (game mechanics discussion) (/forums/showthread.php?t=166769)

stifling 09-30-2014 01:14 PM

What Classic EQ should be (game mechanics discussion)
 
Just thought that a discussion of what core game mechanics alterations could be made to make the game more fun / compelling / more role-play friendly...

Ill start with:

Why doesn't agility directly affect run-speed more than it does?

nyclin 09-30-2014 01:46 PM

Agility never affected runspeed on live as far as I'm aware. I quit when PoP came out, so I'm not sure what happened after that.

Nirgon 09-30-2014 01:52 PM

Why can I see for miles at night as a human is a better question!

JK, that's prob the hardest thing to get fixing here.

Not to mention... fear of back lash if it went in (why?).

Wrench 09-30-2014 02:01 PM

human night vision is actually pretty poor here, in spurts

then the moon comes out (or something?) and it will get dramatically better

might just be something on my system though *shrug*

evilkorn 09-30-2014 02:28 PM

Barb Shaman here, some zones are pretty worthless at night and I find myself recasting Acumen all the time, and not only for see invis.

iruinedyourday 09-30-2014 02:30 PM

Permadeath

myriverse 09-30-2014 04:14 PM

Yeah, AGI has zero affect on run speed.

Haynar 09-30-2014 04:19 PM

Quote:

Originally Posted by Nirgon (Post 1630984)
Why can I see for miles at night as a human is a better question!

JK, that's prob the hardest thing to get fixing here.

Not to mention... fear of back lash if it went in (why?).

I have something coded to make night darker. Whether it makes the cut to get put in, that remains to be seen.

H

Skydash 09-30-2014 04:23 PM

AGI and run speed is a good one.

I always thought INT being used to determine Skill Cap would be interesting.

But then I would make an EXP system that allowed you to actually buy Skill Trains, and do away with auto skill up. It seems like a real skill system was almost put into this game, and then for convenience sake and simplicity they just did away with it all and left us with no choices.

Daldaen 09-30-2014 04:35 PM

What the OP meant was what were things that should've been done during Classic to make it better.

I think he knows AGI didn't influence Runspeed.

For me, a lot of it would have been balance.

Complete heal should've been removed entirely and the priests rebalanced from that point.
Slows should have been capped at a much lower percentage like 25-30%, 65-70% slow was a stupid idea later fixed by mitigation.
Warriors should've had some form of snap aggro.
Hybrids shouldve had discs - Knights specifically should've gotten deflection disc... That was one of the greatest additions to the class.
All types of CC (root, mez, slow, snare, stun) immunity should've been in from the get go.
Tradeskills should've been useful
There should've been WAY less magic immune mobs. (All of the mobs in monk epic chain are magic immune... Now how many mobs can you count that melee can't attack? Hosh and Gore cause slows and maybe Rak and Queen Chardok cause huge DoT -- all manageable with dispelling/curing. No amount of debuffing allows me to stick magic dots on MR immune mobs)... Or at the very least, make more mobs immune to Melee to balance that out.

Oh and Anon/role should've been removed entirely. Dumb additions to game, it's a social game learn to get asked for buffs, rezzes, ports and assistance. Stop hiding.


All times are GMT -4. The time now is 06:03 AM.

Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.