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Old 12-09-2012, 11:58 AM
Briscoe Briscoe is offline
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Also, on the topic of Lord Shin Ree, on ZAM we find the following excerpt dated August 23, 2000:

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The Central Orc Camp ("Orc 1"): ... A little-known highlight of this camp is the ultra-rare spawn, Lord Shin Ree, who is approximately 23rd level. High-levels hunting griffins love to drop what they're doing and take Shin Ree down. He drops nothing special, however.
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  #2  
Old 12-09-2012, 12:14 PM
Swish Swish is offline
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Quote:
Originally Posted by Briscoe [You must be logged in to view images. Log in or Register.]
Also, on the topic of Lord Shin Ree, on ZAM we find the following excerpt dated August 23, 2000:
So many noobs in 2000 however, a lot of people posted a lot of crap on Allakhazam, Everlore and various other sites that was just conjured up rather than factual.
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Old 12-09-2012, 12:31 PM
pasi pasi is offline
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The really big one that I've noticed is that mobs have a full spellbook to their level. The first mobs that I remember getting a full-spellbook relative to their level was the Sentries in the Sleeper's Tomb revamp. The first day that opened, we went in there and they were casting GSS which was unheard of at the time.

On live, you would fight a level 49 wizard mob, and they would spam level 34 wizard nukes. Here, if a mob is level 49 - you bet your ass it's already killed Naggy/Vox (or quested Staff of the Wheel) and researched Ice Comet.
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Old 12-09-2012, 01:33 PM
Somekid123 Somekid123 is offline
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Mobs here regen hps pretty damn fast once no longer engaged.

Undead doesnt social agro if you havent regenerated any taunt on it [IE: Just run by specs in Oasis without attacking/casting, they would bounce on nearest target].

If you were in a wide enough zone, you could agro something, intentionally or accidental, run out far enough and it would eventually roam back to its spawn point after you waited long enough, kinda like it said Screw it im tired of chasing you, im going home! [Insert cartman voice here] - On SZ I would get tipped off when an Evil guild was raiding [I was team neut, GO NEWT!] and would zone into PoFear, run to the furthest corner possible and the mobs that agro'd at zone in would back off.

I'll add more as I remember.. too hungover atm.
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Old 12-09-2012, 01:53 PM
Lorraine Lorraine is offline
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Quote:
Originally Posted by A1551 [You must be logged in to view images. Log in or Register.]
one big one -- NPCs don't drop items you give them, so no charming mobs, giving them weapons with good procs and getting them back later!
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Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
If/when we find a way to make this function with no bugs or exploits, we will.
What he means basically, is if they find a way to prevent people from trading no-drop items via charmed mobs, they might consider it.


Quote:
Originally Posted by pasi [You must be logged in to view images. Log in or Register.]
The really big one that I've noticed is that mobs have a full spellbook to their level. The first mobs that I remember getting a full-spellbook relative to their level was the Sentries in the Sleeper's Tomb revamp. The first day that opened, we went in there and they were casting GSS which was unheard of at the time.

On live, you would fight a level 49 wizard mob, and they would spam level 34 wizard nukes. Here, if a mob is level 49 - you bet your ass it's already killed Naggy/Vox (or quested Staff of the Wheel) and researched Ice Comet.
Some mobs always had a full spellbook, but it was mainly the named ones like Djarn for example iirc.
One other issue with caster mobs is namely in Seb/Chardok, where in my opinion casters do not gate frequently enough. From what I remember back in live, these mobs would try to escape via gating a lot of times. From the rare occations I have seen one of them actually cast a gate, and get it off, they also somehow/someway reappear at their spawn point having regained a portion of their HPs. Which is again something I don't remember happening back in live.



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Originally Posted by Somekid123 [You must be logged in to view images. Log in or Register.]
If you were in a wide enough zone, you could agro something, intentionally or accidental, run out far enough and it would eventually roam back to its spawn point after you waited long enough, kinda like it said Screw it im tired of chasing you, im going home! [Insert cartman voice here] - On SZ I would get tipped off when an Evil guild was raiding [I was team neut, GO NEWT!] and would zone into PoFear, run to the furthest corner possible and the mobs that agro'd at zone in would back off.

That is something I do not recall of happening, like ever. If you agro'ed something via proxy, intentionally, unintentionally or by any way or means -- It would chase the hell out of you all over the zone. The only way you would 'dump' agro is if you died or if you zoned (or gated/ported/FD'ed, you get the picture). Even if your mobs were derailed towards someone who might draw them due to low HP agro, or bigger social agro - they would still remember you and come chasing you to where ever you found refuge.
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  #6  
Old 12-09-2012, 02:00 PM
Itap Itap is offline
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Quote:
Originally Posted by Lorraine [You must be logged in to view images. Log in or Register.]
That is something I do not recall of happening, like ever. If you agro'ed something via proxy, intentionally, unintentionally or by any way or means -- It would chase the hell out of you all over the zone. The only way you would 'dump' agro is if you died or if you zoned (or gated/ported/FD'ed, you get the picture). Even if your mobs were derailed towards someone who might draw them due to low HP agro, or bigger social agro - they would still remember you and come chasing you to where ever you found refuge.
Are you a wizard?
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  #7  
Old 02-19-2013, 04:28 PM
Sciontyr Sciontyr is offline
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For anyone saying that you COULDN'T drop coin in classic, here you go, taken from the November 7th 2001 patch notes:

http://everquest.allakhazam.com/hist...es-2001-2.html

- Added code that prevents player characters from dropping coins on the
ground. This should prevent the loss of coins due to accident or scam.
  #8  
Old 12-09-2012, 01:58 PM
Itap Itap is offline
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Quote:
Originally Posted by Somekid123 [You must be logged in to view images. Log in or Register.]
If you were in a wide enough zone, you could agro something, intentionally or accidental, run out far enough and it would eventually roam back to its spawn point after you waited long enough.
No, it is very well known (at least in classic EQ) that mobs did not forget you unless you died, zoned, or killed it. I Remember when i started WoW, mobs would eventually forget you if you ran far enough, thought it was so strange
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  #9  
Old 12-12-2012, 02:22 PM
SirAlvarex SirAlvarex is offline
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Quote:
Originally Posted by Itap [You must be logged in to view images. Log in or Register.]
No, it is very well known (at least in classic EQ) that mobs did not forget you unless you died, zoned, or killed it. I Remember when i started WoW, mobs would eventually forget you if you ran far enough, thought it was so strange
Not all zones. In LOIO for example, there was a "dead spot" near the Frontier Mountains zone line where I would leash goblins. If I were to run back within aggro that leash range, he'd come back for me. If I stayed within reasonable range, he'd go beyond that leash. But if I had SoW (which I did on my Druid) I'd be able to outrun them.

No zones in Classic were big enough, but there were some in Kunark. Unfortunately I don't know the logic they used for this nor would I know where to research it, as it was only a few zones that I experienced this.
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  #10  
Old 12-12-2012, 03:52 PM
koros koros is offline
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Kurnak mobs would stop pursuit after a certain distance, it had nothing to do with the "size" of the zone.
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