Project 1999

Go Back   Project 1999 > Server Issues > Resolved Issues

Closed Thread
 
Thread Tools Display Modes
  #61  
Old 03-14-2011, 06:04 PM
Splorf22 Splorf22 is offline
Planar Protector


Join Date: Mar 2011
Posts: 3,237
Default

Root is simply worthless right now. It lasts an average of 5-10 seconds. Died in oasis after two 0 tick roots in a row (literally there were no messages between 'rooted' and 'worn off').
  #62  
Old 03-14-2011, 06:07 PM
Throb Throb is offline
Aviak


Join Date: Nov 2010
Posts: 65
Default

Quote:
Originally Posted by Frootloop [You must be logged in to view images. Log in or Register.]
vampiric curse is almost useless with the amount of resist im getting @ Paw spires on DB cons the mana loss from resist is terrible [You must be logged in to view images. Log in or Register.]
^^

Leach, vamp curse, bond of death... are supposed to be lifetap resist checks... meaning barring something being X levels higher than you, it doesn't ever get resisted.
  #63  
Old 03-14-2011, 06:21 PM
Tanj Tanj is offline
Skeleton


Join Date: Feb 2011
Posts: 15
Default

I'm having issues grabbing aggro with disease cloud even when there is no one else DPSing. I have mobs in UGuk aggroing on sight and with the group doing nothing it takes me two casts to get aggro.
  #64  
Old 03-14-2011, 06:57 PM
mwatt mwatt is offline
Fire Giant


Join Date: Dec 2010
Posts: 569
Default

Quote:
Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
Don't know about other mobs but on live hill giants used to be fairly resistant to magic based spells. I'm not saying the current situation is correct but It seemed like their resists were lower on this server than on live.
You are right guineapig.

Giants did tend to be on the resistive side. I should note that I think what Uthgaard has done on resists so far is important work. The resists for the HG as they are now, are closer to being in line to what they were in Live than they were before these recent changes were implemented. I just think a bit of tuning needs to be done yet.

I noticed that he made some changes to the resist modifiers for quite a few spells. Some of these changes surprised me greatly but I have already wiped egg off of my face once after telling Uthgaard he was wrong - so I am inclined to believe that these new modifers are historically correct. What may still need tweaking, is the implementation within the code that uses these values. Obviously this server code base is not the code base that existed on live way back when.
Last edited by mwatt; 03-14-2011 at 07:05 PM.. Reason: reworded a poorly worded sentence
  #65  
Old 03-14-2011, 07:27 PM
Uthgaard Uthgaard is offline
VIP / Contributor

Uthgaard's Avatar

Join Date: Aug 2010
Posts: 5,451
Default

Slow should be a simple value correction.

Damage shield durations are correct.

I missed vampiric curse with making the rest of the lifetaps only resist outside of the level limit, that one's an easy fix.

Resist mods are all correct for the timeline. Since resists in general are too frequent, restoring these has brought some issues with the resist mechanics in general to the surface. Getting the system in line instead of treating the symptom with a workaround will have better results in the long run. On the plus side, mobs should also have a harder time hitting you with spells.

Disease cloud was the only spell that had the way its hate was produced altered. The intent wasn't to reduce it but to bring all of the spells with poison and disease counters in line and giving a consistent amount of hate. This is why beta testing is important. The resists and aggro have been this way on the beta server for nearly 2 months with no feedback on resists or aggro at all, aside from panicking over lifetaps, and that happened before the spell file even hit the beta server. So I'll quote my original feedback request:

Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
Feedback desired:

How are buffs and debuffs stacking?
*Dot stacking with no debuff component still needs work

How are mob resists?
What level were the mobs?
What level were you?
What spell did you cast?

Spell hate needs a complete overhaul. Just give feedback about the differences you observed (if any) where spells had extra hate added.
The more useful feedback we get on how things work and don't work, the quicker it can get hammered out. Stick to the facts and be thorough. The more yelling and screaming and tantrum throwing we get, the more time I'll waste taking out the trash instead of fixing the problems.
Last edited by Uthgaard; 03-14-2011 at 07:30 PM..
  #66  
Old 03-14-2011, 08:37 PM
bubbaray bubbaray is offline
Skeleton


Join Date: Apr 2010
Posts: 16
Default I understand it was on beta but....

Seriously, do you not think I would have tested this if I would have known what you were doing?


I have no clue what you have in store for us each patch. So I do not know what to test.

Please can you provide a better description of what the changes where? Say I tweaked a few spells is bad description of the root cause.
  #67  
Old 03-14-2011, 09:20 PM
mwatt mwatt is offline
Fire Giant


Join Date: Dec 2010
Posts: 569
Default

Bub - It's good to see the kind of willingness to test that you evince. But actually, pretty specifc notes about changes to resist modifers and other things were posted well in advance of their appearance. Most of us are so busy having fun that we don't pay enough attention. I only saw them myself after I started reading threads about bugs. The good news is, we ARE having fun. But it irks a developer no end to take the trouble to document something (which is sort of an unnatural act for most developers [You must be logged in to view images. Log in or Register.] ) and then have someone complain that no such thing existed when in fact it did. Clearly, the communication is sputtering a bit between most of us. The sooner we all get better at it, the sooner we'll have a proper playing experience.

If I sound condescending, my apologies. It doesn't seem as though people always take into account that the guys that do this are doing it above and beyond their normal jobs. They have done a huge amount of work on all this stuff, especially as Kunark nears. I think they are tired and on edge and in no mood for 'tude. Can make them harsh sometimes. We don't want that and it isn't the right way to pay them back.
Last edited by mwatt; 03-14-2011 at 09:29 PM..
  #68  
Old 03-14-2011, 09:23 PM
Uthgaard Uthgaard is offline
VIP / Contributor

Uthgaard's Avatar

Join Date: Aug 2010
Posts: 5,451
Default

Quote:
Originally Posted by bubbaray [You must be logged in to view images. Log in or Register.]
Seriously, do you not think I would have tested this if I would have known what you were doing?


I have no clue what you have in store for us each patch. So I do not know what to test.

Please can you provide a better description of what the changes where? Say I tweaked a few spells is bad description of the root cause.
You see that little blue arrow in my quote? Click it. That enough documentation for you? Now check the date. If you can't find the correct blue arrow, it's the thread that's been stickied in the spells forum since January. I'd advise against getting on any more soapboxes. Not only will you further embarass yourself. My patience is already very thin with attitudes. Now, I very specifically said:

Quote:
The more useful feedback we get on how things work and don't work, the quicker it can get hammered out. Stick to the facts and be thorough. The more yelling and screaming and tantrum throwing we get, the more time I'll waste taking out the trash instead of fixing the problems.
I'll not repeat that again.
Last edited by Uthgaard; 03-14-2011 at 09:30 PM..
  #69  
Old 03-14-2011, 10:45 PM
Splorf22 Splorf22 is offline
Planar Protector


Join Date: Mar 2011
Posts: 3,237
Default

The number one spell you guys should look at is Root. My average root time is like 6 seconds now. I fought some spectres in oasis (yellow) and I got 2 zero-tick roots in a row. Same for the dark blue gnolls in splitpaw entrance. (33-34 enchanter).
  #70  
Old 03-14-2011, 10:57 PM
Rais Rais is offline
Fire Giant

Rais's Avatar

Join Date: Jun 2010
Posts: 743
Default

Uth did post the changes.

http://www.project1999.org/forums/sh...ad.php?t=26504

I think its pretty descriptive on what was changed, done, or anything else. All of the issues could have been found in 2 hours of beta testing. Why do you think they had people go on beta for a day? Even then half the spell bugs/issues weren't reported,because people just played and didn't care.

So don't be attacking the Dev's about changes. It's there, they asked people to test it and only like 20ish or so people did test what they could.

I'm just suprised no one noticed they moved Burning Woods [You must be logged in to view images. Log in or Register.]
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 10:50 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.