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Originally Posted by tristantio
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Immobile tradeskill containers (forge/cask etc.) do not allow players to store items in them.
On live it was a great way to swap items between characters, here it doesn't work due to new tradeskill system which has almost been fully disabled (the recipe box).
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Will look into this. Items are locked down pretty tight, and these changes get put off due to there being no exploits. When changes are made to trades, containers, or corpse items, they sometimes open up the possibility for trade or item bugs.
Quote:
Originally Posted by Auchae
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I actually haven't tried this on P99, but my favorite old school feature was the ability to /consent someone, and they could loot your corpse. I used to do that to transfer items from 1 character to another.
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This is disabled and will not work on p99. At this point on the timeline, it was long gone from live. Early on Erollisi Marr, I remember dragging some corpses in Splitpaw with the understanding that I wouldn't take items, but I'd keep all coin for dragging it. Exploits with this on eqlive were like.. having no drop items on one character. Deleting that character, then remaking new character with the same name. When you arrived at the corpse, you could loot it due your name being identical.
Quote:
Originally Posted by Daldaen
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Giant mobs, like Cyclops / Hill Giants ran even with social aggro, making quadding them very annoying.
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This is not currently doable without making an independent faction for each npc. It has been mentioned to source developers.
Quote:
Originally Posted by kaev
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Dunno if anybody else has mentioned, but...
"You have caught fresh fish!"
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What needs to happen with fishing?
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Originally Posted by Razdeline
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Mobs do not run fast enough when low health, a snarer in Seb or Chardok, for example, were basically required. I really find this important, because it was a game mechanic that entertained suspense.
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NPC fleeing was changed last patch. Is this still an issue?
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The bard mob 30 yards out (once zoned into highkeep), always dropped a lute.
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Lislia Goldtune? I can't find anything supporting this, but I will change it if that's how it needs to be.
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Bolt spells were brighter and did not look like a glowing black stone shooting through the air.
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The 'bolt' spell graphic itself is missing from titanium. The glowing black stone graphic was used in lieu of nothing else. I suppose the new bolt graphic could be looked into.
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Certain caster mobs throughout Kunark cast a larger array of spells in comparison to what they are doing now. I remember mobs casting root more often in Sebilis. (not sure if this was just exclusive to here)
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Cases like this are often undocumented and impossible to research. We do have the ability to make certain spells a priority over others, if that is the case.
Quote:
Originally Posted by Rawny
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Back on topic..
Spell animations flow upward from your hands rather than outward.
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This is true. What
needs to happen is the spell, when particles are ejected, aligns to the skeletal structure of the arm. Kanras made the ice nuke particles shoot directly horizontal, instead of vertical. This is modifiable with hex using the spellsnew.edd file. Being that that file is purely client-side, this is a project that the community could work on.
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green: purely horizontal
red: desired, aligned with direction of hands
This could be its own thread. People good with hex edits, this is for you. Due to the complexity of changing even 1 spell effect, the structure of the file itself needs to be understood and some type of blanket change applied.