![]() |
|
|
|
#1
|
|||
|
Idk how it works here, I once saw it in the Velious beta forum (maybe? lol) (or part of it, as portrayed in words with basic signs in between) and from what I understand this server's handling of AC has been researched and adjusted to classic values but by possibly slightly different use of the variables involved; I seem to remember reading that there are arguable minor differences. EQEmu as a whole from what I understood like years ago was that AC worked a little differently here (not sure if thats still the case).
__________________
Freddi
Farson | ||
|
Last edited by Laugher; 05-12-2015 at 08:50 AM..
|
|
||
|
#2
|
|||
|
There's a LOT of stuff code wise that I doubt Brad has a clue what it really was. Endless debate on it. Trouble was that most things were written code wise by many people, not just one.
Like even zones, you can tell by the agro alone, if you are a puller, who wrote this zone and who did not. We don't really know their names but you see their signatures written in the code. It was pretty eye opening when my son turned me on to how zones ARE different pulling them. And they are. It's like hitting mobs. we all know its a random number generator of sorts but it is VERY random. We all know one time you can knock the snot out of a mob and the next time it knocks the snot out of you. [You must be logged in to view images. Log in or Register.] Hardly predictable, and how in the hell do you write the code for that sort of thing? Flip of the coin thing?? [You must be logged in to view images. Log in or Register.] | ||
|
|
|||
|
#3
|
||||
|
Quote:
By tradition, in RPGs (going back to even table top games---which were the inspiration for many EQ systems) there is enough RNG being used to give a chance for failure in many situations where you "should" win. It adds to the depth of the game. | |||
|
|
||||
![]() |
|
|