Project 1999

Go Back   Project 1999 > Server Issues > Bugs

Reply
 
Thread Tools Display Modes
  #11  
Old 09-10-2014, 03:57 PM
nilbog nilbog is offline
Project Manager

nilbog's Avatar

Join Date: Oct 2009
Posts: 14,569
Default

Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
For me: Snared speed appears right, animation is off
Thread is about unsnared npcs.
Reply With Quote
  #12  
Old 09-10-2014, 03:59 PM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

k hope it ain't related to this

ya'll have a blest one
Reply With Quote
  #13  
Old 09-10-2014, 04:11 PM
Furniture Furniture is offline
Sarnak


Join Date: May 2011
Location: ny
Posts: 442
Default

Run speed is a topic that if changed too much to be like classic will cause a huge outrage on these forums like when run speed was originally fixed, i know on eqmac last year in crushbone and other zones, mobs were running like mad if they werent snared, they were running like 30% faster then they do here. I remember having a snarer in a dungeon was crucial because of this back in the day, but if made to even match eqmac there would be a huge backlash
Reply With Quote
  #14  
Old 09-10-2014, 04:16 PM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
Default

I don't think run speeds are too far off. I definite to recall snaring being a far more necessary tool in dungeons. That may have been due to the fact that mobs weren't facing well composed groups with multiple DPS classes in classic and instead a group with a cleric tank and 4 support classes without a wiz or rogue.

Rhinos in OT and Raptors in TD do run too fast for their model I think however.
Reply With Quote
  #15  
Old 09-10-2014, 09:31 PM
Haynar Haynar is offline
Developer

Haynar's Avatar

Join Date: Oct 2009
Location: West of the Mississippi
Posts: 2,955
Default

Rhinos in OT are exactly same as what EQLive has. Thats what their speeds are based on.

TD raptors were overadjusted.

H
__________________
Haynar <Millennial Snowflake Utopia>
Reply With Quote
  #16  
Old 09-10-2014, 11:59 PM
Scrubosaur Scrubosaur is offline
Sarnak

Scrubosaur's Avatar

Join Date: Jan 2014
Location: WA
Posts: 257
Default

Run speed looks okay to me. I only remember mobs running fast if they were sow'd. I have camped frenzy a few times (so mob isn't sow'd) and the mobs do walk away pretty fast, sometimes faster than I can get off a root. And then places like Crushbone get crazy when a mob runs away because they run off fast as hell (not sure if sow'd or not).
__________________
Scrubosaur - Necromancer

"Living my life 6 seconds at a time." - Unknown
Reply With Quote
  #17  
Old 09-14-2014, 04:00 PM
Yami Blind Yami Blind is offline
Aviak

Yami Blind's Avatar

Join Date: Aug 2014
Posts: 94
Default

Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Nother small notice?

Snared cyclops/giants when snared don't have the walk animation, they move at a slower speed but use the run animation which is off.
i remember seeing this on live back in the day, so... this is "classic" !
Reply With Quote
Reply

Thread Tools
Display Modes

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 09:29 AM.


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.