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#1
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NPC 'say' distance
I believe npcs on p99 can be 'heard' at a farther distance than they should.
Assuming all npcs have the same distance which their say text is visible, I'd like to know the difference on eqlive or eqmac. Example: gates of qeynos2. Guard Weleth walks around talking about crates. How far outside the gates should this be noticeable? Has anyone else noticed npc aggro messages being heard at a farther distance than they should? Hailing, interacting with a vendor, etc. Low priority, just want to know. | ||
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#2
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How about PCs? As an example, if Im in EC at tunnel entrance, i can read say messages between PCs from T1. Seems like a pretty far distance. If working as intended, I apologize.
The only example I can think of for NPCs are specs in oasis. When someone runs up and aggros one, i can see the message (Its rangers like you who have ruined our lands!) from a pretty far distance.
__________________
Lootenant Dan <Hierophant>
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#3
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PCs and npcs alike.. may be wrong. My stint on eqemu gave me the impression it's farther than it was on eqlive. Just curious what it should be.
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#4
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I have no concrete evidence, but I do feel like, when in Highkeep, that even when killing goblins, I see NPC "say" text for way more NPCs on the upper floor than I remember on live.
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#5
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It's definitely further than it was on live. On live the say distance was about half the distance of fog, maybe 75-100. Not sure what the actual number is in the emu code, but it seems to be 30-50% further than it should be.
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#6
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They need a slightly longer time frame for multiple /say acceptance on a scripted quest.
Try out Lenka Stoutheart line or Squire Fuzzmin on wurm slayer. You gotta either be a boss typer like Dr. Nirgon or have it ready on the shift+up. But yeah probs on OP. | ||
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#7
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Wasn't the /say distance equal to the death ("slain by") message distance?
__________________
Amax MNK / Amalgamax ROG / maximum Begging (227) EQ Map Archive (1,000+ images) P99 Wiki • EQ Patch Chronology | ||
Last edited by maximum; 04-07-2013 at 03:45 PM..
Reason: death
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#8
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This was fixed with the last patch.
Moving to resolved. | ||
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