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#1
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#2
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The removal of stamina loss does not deceive me. It's not classic. May as well go ahead and add ooc regen because that's the direction you're going. People are already wanting you to remove the timed npc teleporters between freeport and faydwer. Adding boats would make no difference. People don't want to wait 15 minutes. Can't you see people don't like corpse returns? I guess it's time to add POK and corpse summoners. While you're at it, go ahead and add pots too. Add the new models. Just scrap the whole server and make it PEQ. You'd think that with all this people would be playing on the live servers. | |||
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Last edited by stormlord; 02-28-2010 at 04:42 PM..
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#3
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Items with endurance were added following the discipline changes in planes of power. It was until that time that the stamina bar did truly affect the above listed stats. HOWEVER, what was not mentioned was the fact that aside from Jumping & HP/Mana regen, if you have over 100 stamina then you simply ignored all the other detriments of stamina loss.
Just out of curiosity, this got disabled like 2 patches ago I think. Any particular reason you keep talking like it is currently active? It is obviously under review for a fix, but until then it's just been disabled sans jumping.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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Last edited by Aeolwind; 02-28-2010 at 04:33 PM..
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#4
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Stamina loss is one of my personal highest priorities for the source guys. Certain people think its important; others don't. Since it was part of classic, it is on the list though.
The server was launched with it in place, but as it was completely fabricated, it needed additional tweaks and testing. It wasn't regenning stamina at anywhere close to the correct rate. The quick fix? Disable the *stamina* drain until we can fix it properly. I'm pretty sure this is the only server around where we even tried to fix it. I played a paladin prekunark, and I know fully well why we need the staminaslayers in Kunark, and why Invigor and Zing need to be usable spells. It's not an easy task though, so I hope you guys don't think we just "turn on stamina loss: YES", as its nothing like that. If something isn't working, don't assume that's our intent. :T | ||
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