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Patch Notes: Monday, September 5th, 2016
The latest patch contains new required files. Download and extract the Project 1999 Files (V43) to your EQ Titanium Directory.
Changes regarding AE Spells Recently the staff had internal discussions related to the effectiveness of various AE methods being used by players, specifically that the number of mobs being killed at once far exceeded what was possible back in the day of classic Everquest. When determining what prevented this from being possible during Classic, we found that it was not necessarily mechanical, but more technological reasons that limited it. For example, having 100 mobs in one tiny area would not have happened back then for several reasons such as PC Processing power (CPU/Video constraints), networking bandwidth requriements (56k lol), and quite possibly server limitations at the time as well. While we do not aim to kill AE groups by any means, we do have to put some limitations on the number of mobs being killed at once, providing significant XP gain with very little risk, as well as the zone disruptions that have come with it. Therefor, we have decided to put an upper limit of 25 targets on all detrimental AE spells. This means that once 25 targets have been hit with the spell (including resists), it will no longer attempt to hit any more targets. This affects all player vs npc detrimental Target AE and PBAE spells including Nukes, Stuns, Songs, and etc. We will continue to evalulate this to determine if any further changes are needed. Changelog Code
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Last edited by nilbog; 09-13-2016 at 12:57 PM..
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Nice patch log, thanks devs & team!
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Originally Cyphous, the High Elf Paladin - Xegony, back in '99 (pre-Kunark)
P99 - Blue Lafael - Druid - Level 60 Garnagle - Necro - Level 57 Seductress - Enchanter - Level 52 Sweets - Bard - Level 35 Venexia - Shaman - Level 60 Wonderelf - Warrior - Level 51 | ||
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Thank you!!
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Does this mean bard kiting is over?
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Ailwon -Bard
Adcid -Rogue | |||
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Have not played p99 in ages, but check up from time to time to read patch notes etc. I totally understand why the AE groups are a problem, as they can totally disrupt an entire zone. I played a wizard from 99 to 2003 and ran many AE groups. Back then we were nice about it and would only AE group late nights in empty dungeons. I see today people are not being so honorable. Our best pull ever was 120 mobs in Seb at disco right on the stage. Our average was 30 to 60 mobs per pull and we could normally maintain that. I did not have a great connection, I did not have a great computer. Turning particles all the way down and looking at the floor while mobs were up is all you needed. Same method used in any situation back in the day, raids with 100+ players did the same, people still did that.
However, AE groups were not without risk. Full group wipes happened often the puller was a death sentence, even with runes they would die every few pulls. I think this is where the problem is with P99 AE groups. They are way safer and produce gobs of XP and loot. Instead of nerfing AE's and killing a totally legit method of play why not fix the problem by reducing XP for those types of groups. As a guild we would AE fear yard trash to clear the zone for CT, this was not mass amounts at a time but was constant and we would rotate wizards and enchanters for medding while they chewed rods and were twiched. btw if you want a real AE group challenge, Charsis. --edit-- Even still have a screenshot of 30+ in the same location described above. attached | ||
Last edited by Nerocon; 10-20-2016 at 11:36 PM..
Reason: screenshot
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