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Old 05-04-2015, 12:30 AM
Syft-X Syft-X is offline
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Join Date: May 2015
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Default Classic vs Non Classic

Currently the term Classic is being used as a catch 22 to push an agenda on the forums that favors certain classes and unbalances others.

For Example:

A classic lvl of resists has been instituted that is both impractical and unbalancing to gameplay in PvP. The threshold for resists has been set so low that the average lvl 60 character is now immune to every dmg spell without an extreme modifier(like Lure or Lifetap)

This is highly impractical when one considers the game knowledge available now and average lvl of gear attained by players, and this problem will become even worse during velious.

The disparity between melee's and casters grows the lower you set resist thresholds for immunity. Especially when we ignore the fact that dmg caps have not been set on melee's(backstabs can land for 1000 a piece and 2000 for 2) and that melee's here hit nearly twice as hard as they did during even velious era in kunark. This has a huge impact in both PVE and PVP as Rogues can out burst a wizard in DPS something which did not happen on live during classic. Over a short time span a wizard always parsed the highest dps in raid. This was balanced in the fact that a wizards dps was finite bound by a mana pool and rogues was infinite.

The problem is all melees dealing far to much dmg and casters being nerfed by rigid adherence to what is deemed classic in a unclassic world. Compounded further by the fact that here AC does not factor into misses, but hit or miss rolls solely off a players weapon skill. Which is essentially a one sided attack, which would be like spells rolling off alteration without factoring the targets resists.

I do not advocate rigidly adhering to all things classic, but rather sticking to the "FEEL" of classic pvp. If we are going to blindly institute all things classic then we must institute mechanics like Charm and Fear landing on players. See Below...



------------------------------
July 24, 2002
------------------------------

*** New Interface Available ***

The new EverQuest user interface is now available for use on Live
servers. Many of you will find that it runs faster than the old
interface. It is extremely customizable, and offers all sorts of
features including resizable windows, fading windows, a pet control
window, and flexibility through the XML files. We decided to offer it
for optional use as a sort of Beta II for folks on the Live servers
that haven't had the chance to try it out on the Test server.

To activate the new interface:

* Log into the game.
* Type /newui into the chat bar and hit enter.
* Log out and exit to your desktop and then log back in.

or

* Before you log in:
* Open the EQclient.ini file in your EverQuest folder with a text
editor (notepad works fine)
* Find the [Defaults] section of the file
* Add a line that reads: NewUI=TRUE
* Log in

We want to thank all the folks that have helped us test the interface
and have offered a wide variety of useful ideas.

Enjoy the interface!

*** Bazaar Now Available ***

Those of you that own Shadows of Luclin now have access to the /bazaar
and /trader functions. These functions only work in the Bazaar. You can
find the Bazaar on Luclin, adjacent to the Nexus and Shadowhaven.

/bazaar opens up the Bazaar Search Window, which allows you to easily
locate specific items for sale by Traders in the Bazaar. /trader opens
up the Bazaar Vendor window, which allows you to make items available
for sale to others in the Bazaar.

You can only use the Bazaar if you have the new interface turned on.
See the message above for details.

Again we'd like to thank the folks that helped us test this feature.
And we'd like to apologize for the delay in delivery of the Bazaar.

We think that you'll find the finished product to be a good one.

** ViewPort **

One of the new commands available only with the new interface is
/viewport. You can use this command to change the size of the gameplay
area.

/viewport [distance from left, distance from top, width, height]

All of the distances and numbers for the viewport command are in the
same measure as your screen resolution numbers.

For Example: Let's say you are running in 800 x 600 video mode and you
want to create view the game only in the top half of your screen (not
that you would). You would type:

/viewport 0 0 800 300

The top left of your screen is 0 and 0. 800 is the width of your
screen, and the 300 is one half of the height of the screen.

/viewport reset - will reset the viewport to the default setting.


** New Vah Shir Models **

We have developed new models for the Vah Shir for use with the old
world. You may now choose to turn off the Luclin version of the Vah
Shir models and use these new models if you wish. These new Vah Shir
models require less memory and you may want to use them in place of the
Luclin models to improve system performance.

** Spells **

- Fixed a bug with the bard songs Warsong and Battlecry of the Vah Shir
that caused them to slow you down when used without other haste
components. - Fixed a bug with bolt spells that caused double hits due
to elevation. Sorry Mages.
- Removed the "Ahhh... I feel much better now!" message from certain
spells when the caster is over level 35.
-Removed the reduction in damage to Damage over Time spells when used
on NPCs that are moving.
- Mind Wrack will now consider the z-axis when calculating the maximum
distance group members can receive the beneficial affects of the spell.
- Song of Sustenance should prevent unnecessary hungry and thirsty
messages.
- Bind Affinity can no longer be cast on any ungrouped player in
arenas.
- The caster of Voice Graft will once again see what is being said.
- Spells that transfer hit points over time from the caster to a target
will no longer take effect on the target (the hit point gainer) if the
caster (the hit point giver) isn't also affected by the spell.
- Added a spell effect message to Magician epic.
- Beastlords now get Endure Disease at level 24 and Resist Disease at
51

** Pets **

- Pet Resistance Changes: Pets will now use their master's level and
resistances when saving against spells cast by NPCs (against PCs pets
will use their own resistances and level as they always have) - unless
the pet has special resistances, in which case it will use that
resistance.
- Altered pet summoning spells so that they always summon the most
powerful pet possible, instead of pets within a 5 level range.
- /pet report health now uses the same user defined color as spell
text.
- /pet report health will now display a list of the effects on the pet.
- Mage fire pets should now cast their damage shields more often.
- Wizard, Druid and Cleric pets and familiars can now be buffed by
characters other than their owner.

** PvP **

- Fixed a bug on Tallon and Vallon Zek that made player characters in
non-human illusions immune to ranged attacks.
- It is no longer possible for PC's to fear other PC's at all on any
server. The same was also done for charm.

- Pets can no longer be affected by charm spells. This should fix the
issue that caused charm spells to make pets disappear.
- NPCs who are pets of players and call for help from other NPCs will
have their cries fall on deaf ears.

http://everquest.allakhazam.com/hist...es-2002-2.html
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