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Old 03-31-2011, 03:13 AM
wehrmacht wehrmacht is offline
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Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-Hit box, how close you need to be to hit smeone or get hit by someone
This was a big issue on TZVZ and made it so you couldn't even hit people running away from you when I played. Don't remember if it was ever fixed.

Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-Did different races have smaller or bigger hit boxes
I have some experience with games and if it was me doing it, I would create a boundry box around the NPC as a guide that extends in each direction until the character was fully enclosed but no farther. This original boundry box would serve as a collision detection marker. Then I would just define the hit box by making it X amount of units past the collision detection box in each direction. So yea, each race would have the same values for hit box, but the hit box would be based off distance from their collision box in an ideal world.

If you just want to input a flat variable based off the distance of the center of the polygon model, I'm sure you could get someone to load macroquest and log on EQ live and figure out what these values should be using distance commands to check using trial and error.

I'm not really sure what macroquest uses as a base point to determine distance though, if it's the actual center of the character or just some random pivot point or some random spot on the characters head.



Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-Rog's degree of angle to land a Back stab
edit: I would use 178degrees max and 160 degrees minimum.


Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-Should pets zone should they not. "pets did not zone with players until the patch July 14th, 2004"
Don't think this is that big of an issue if pets are nerfed down to be their actual HP and attack values during the time period. (no, not original day 1 necro pets that quadded for 100 or whatever). Nobody would play pet casters if they didn't zone.

Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-Should spells require LoS start and finish of cast,
Yes. In the first expansion, melee damage is gimp so I don't think it's that big of a deal if casters have to deal with line of sight as a trade off for much better burst DPS. Once kunark comes out, there are fast casting wizard draughts and faster mage nukes so it's way less of an issue then. If you remove the "melee better in dungeons and casters better outside" dynamic, then it just wouldn't be EQ either.

Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-Should bards ench be able to charm poof mage pets
Mez yes, charm possibly, poof no.

Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-Levitate Z Axis issues
Define hit box based on what I said above and there is no issue. You wouldn't be able to hit infinite Z axis then and that's the way it's supposed to be.

Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-Fear/Charm/Whirl to you hurl are all spells that need looking at.
Are you trying to claim that whirl till you hurl should be a PvP usable spell and people are just supposed to stand there stunned for like 20 seconds straight? I hope you're joking

Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
-"There was no difference in paralyzing earth landing on 45 mr as there was on 90mr." MR Scaling
During EQ Classic, Kunark, and Velious on live PvP servers, I don't ever remember being rooted with 100 or more MR. The resist system for this PvP server should be done the same way and if casters aren't good enough, just apply negative resist modifiers to only their damage spells.
Last edited by wehrmacht; 04-08-2011 at 01:41 AM..