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#1
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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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#2
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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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#3
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Quote:
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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. Quote:
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.
__________________
Lorraine Solamnus
Knight of Mithaniel ~=< Hated, Adored ; But never ignored >=~ | ||||||
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#4
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Quote:
__________________
Lootenant Dan <Hierophant>
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#5
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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. | ||
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#6
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#7
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Quote:
__________________
Lootenant Dan <Hierophant>
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#8
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Quote:
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.
__________________
Muteki - 57 Bard
Alva - 53 Monk Kallon - 58 Shaman | |||
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#9
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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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