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  #21  
Old 02-16-2012, 07:23 AM
Galaa Galaa is offline
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Originally Posted by Pyrocat [You must be logged in to view images. Log in or Register.]
It's been a long standing policy on this server to make things as classicly as possible. Changing something to be un-classic (removing pet exp nerf) to fix something that isn't classic goes against that policy. There are some rare exceptions such as mob variable, but they are pretty hard line about it.
there are many un-classic changes in P99, such as meditating without spellbook for casters below lv 35, as well as total night blindness for humans and barbarians...

So if P99 is really strict about being classic, they should have reverted these changes.
  #22  
Old 02-16-2012, 10:19 AM
Raavak Raavak is offline
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Quote:
Originally Posted by Galaa [You must be logged in to view images. Log in or Register.]
there are many un-classic changes in P99, such as meditating without spellbook for casters below lv 35, as well as total night blindness for humans and barbarians...

So if P99 is really strict about being classic, they should have reverted these changes.
I used to say that P99 was EQ as it should have been. But some things like hybrid exp penalty and pets stealing exp discussed here really should be "fixed" as well to qualify for that. But there are probably hundreds of things that fall into that category. Devs drew a line and some things didn't meet their vision. Oh well.
  #23  
Old 02-16-2012, 11:41 AM
Craigmandu Craigmandu is offline
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As a low necro...no way can I do more dmg than my pet on a blue/even con mob without blowing most of my mana bar on one creature. I just can't do 51%. And I'm not about to start reclaiming right before a mob dies and resummoning...that would eat up mana like crazy too. It's not that big of a deal to me though...I lived with it as a necro on live in 2000, I can live with it here...although it was sweet when they removed it.

For me right now, the pet aggro is a real problem...I can send in a pet and let it do 30% damage to a creature, and one spell....blam it's on me and won't get off. It was not like that on live as I recall.
  #24  
Old 02-16-2012, 11:53 AM
utenan utenan is offline
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Quote:
Originally Posted by Galaa [You must be logged in to view images. Log in or Register.]
there are many un-classic changes in P99, such as meditating without spellbook for casters below lv 35, as well as total night blindness for humans and barbarians...

So if P99 is really strict about being classic, they should have reverted these changes.

If I a may quote Nilbog :

"All of these demands have been on a list of requested classic mechanics/features since the beginning of the project. This list is comprised of source requests and as far as we know, "unfixable" issues.

Only recently have we devised any chance of fixing some of it. That's why the .dll files came into the picture. If you noticed, we have been adding client features which have long been missing or non-classically persistent. (brown skeletons, gypsy women models, spellset removal, 'new era' tradeskill recipe window interface bypasses directly to experiment mode for combine containers)

I detect heavy sarcasm from this thread, but I will take it as it is. With that being said, the rest of this thread will be in response to as if you were serious.

Quote:
Originally Posted by Doors View Post
If you're going to go all out, stop cherry picking features and actually do it.

They aren't cherry picked. Fixes are created when we have the means to do so. Like the community often commands, "why fix stupid faces when you can fix Y or Z".. and that's what we do. If there are crashes or any type of exploitation, those issues take priority over the removal of say...item links.

If you have these fixes, please give. If you have a way to completely and immediately convert the project to classic, please do. I would love to play instead of develop. Otherwise, make bug reports, research and post as much information as possible, and chill out. That's the best you can do unless you pick up development and submit fixes.

I'm with you. Let's make it as classic as possible."
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Last edited by utenan; 02-16-2012 at 11:57 AM..
  #25  
Old 02-16-2012, 12:31 PM
nalkin nalkin is offline
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If you let a pet do 90% of the damage to a mob, then dismiss the pet and resummon a new one, then let that pet do 9% and you do 1%, do you get full xp or not?

In the scenario above again, say after you get a new pet you do 6% and the pet does 4%, do you get full xp?
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  #26  
Old 02-16-2012, 12:57 PM
Widan Widan is offline
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Quote:
Originally Posted by utenan [You must be logged in to view images. Log in or Register.]
If I a may quote Nilbog :
They aren't cherry picked. Fixes are created when we have the means to do so. Like the community often commands, "why fix stupid faces when you can fix Y or Z".. and that's what we do. If there are crashes or any type of exploitation, those issues take priority over the removal of say...item links.
But the fixes should be cherry picked. We are playing on an emulated server that has a lot of broken basic mechanics, so when you implement a 'classic' change you first have to look at what effects the change will have. Some classic changes, when implemented, actually make this server less classic, because the broken mechanics cause the 'classic' changes to have completely different effects than they did on live servers. Anyone trying to solo on a low level pet class can see this easily today.
  #27  
Old 02-16-2012, 01:37 PM
Elissa Elissa is offline
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Quote:
Originally Posted by Widan [You must be logged in to view images. Log in or Register.]
But the fixes should be cherry picked. We are playing on an emulated server that has a lot of broken basic mechanics, so when you implement a 'classic' change you first have to look at what effects the change will have. Some classic changes, when implemented, actually make this server less classic, because the broken mechanics cause the 'classic' changes to have completely different effects than they did on live servers. Anyone trying to solo on a low level pet class can see this easily today.
I agree. I've always been okay with keeping to the classic timeline as far as content releases, item removals/changes, etc. But when it comes to actual interface improvement, classic graphic improvements, modern conveniences like linking items, etc., I don't see why anyone would support going back to clearly inferior iterations unless the modern version trivializes or breaks the game. For example, removing the target ring for the sake of being more "classic" was something I think was a mistake. I don't see how its removal enhances the "classic" experience at all and it certainly didn't trivialize combat, targeting or anything else. On the other hand, removing global chat in order to encourage the revival of EC (which everyone will agree is a staple of "classic" everquest despite being, in some cases, less convenient than being able to "sell anywhere"), was a great decision. Obviously, each non-classic issue should be considered on a case-by-case basis.

Class "balancing" is a grey area, I think. Does this pet/exp change fundamentally change how most pet classes (especially magicians) are played, in a way that makes them less fun? Yes, sort of. Given that you can just sac the pet (which higher level magicians tend to do anyway), it's more of an inconvenience than anything. But it certainly does make the class less fun, more difficult, and since the change was ultimately reverted... why put the magician class in an inferior, less fun state when the class was definitely not broken before? If it was a necessary nerf for an overpowered class problem, I'd understand. But that's not the case here. Absent that, I just don't see how it enhances the "classic" experience when for the first 2 years of classic it was okay, but now its not, just because Verant did it that way (and we know they ultimately decided that was a mistake).
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  #28  
Old 02-16-2012, 02:23 PM
wolvesoflegend wolvesoflegend is offline
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Quote:
Originally Posted by Hawkdog [You must be logged in to view images. Log in or Register.]
From my personal experience when duoing with Cleric or Druid, even if they only heal we get the same exp as we would if we dismissed the pet, so being in a group eliminates the nerf.

There was a way to bypass this but it was recently fixed, you could group with someone in another zone and solo and get full solo exp but it was fixed alas.

So to confirm, being grouped with another player in the same zone will eliminate the exp nerf, duo away casters.
Thanks!
  #29  
Old 02-16-2012, 02:23 PM
Widan Widan is offline
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Quote:
Originally Posted by Elissa [You must be logged in to view images. Log in or Register.]
Class "balancing" is a grey area, I think. Does this pet/exp change fundamentally change how most pet classes (especially magicians) are played, in a way that makes them less fun? Yes, sort of. Given that you can just sac the pet (which higher level magicians tend to do anyway), it's more of an inconvenience than anything. But it certainly does make the class less fun, more difficult, and since the change was ultimately reverted... why put the magician class in an inferior, less fun state when the class was definitely not broken before? If it was a necessary nerf for an overpowered class problem, I'd understand. But that's not the case here. Absent that, I just don't see how it enhances the "classic" experience when for the first 2 years of classic it was okay, but now its not, just because Verant did it that way (and we know they ultimately decided that was a mistake).
I understand, but my point was more that you have to consider the total results of these changes + the things that are broken. So since you used mage let's take low-mid level mages for our example:

Before this exp change mages were already gaining less exp than their live realm counterparts because of pet aggro not working. As a low mage you are forced to just sit there with a full mana bar because if you nuke you will instantly take aggro from your pet, so this directly slows down mage experience. Now the classic nerf that is supposed to take exp down to 25% actually lowers it to some value below 25% since the non classic mechanic of pet aggro not working has already lowered the rate at which mages gain exp. The final result ends up being a larger nerf than what was intended by classic.
  #30  
Old 02-16-2012, 02:24 PM
wolvesoflegend wolvesoflegend is offline
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Quote:
Originally Posted by Pyrocat [You must be logged in to view images. Log in or Register.]
It's been a long standing policy on this server to make things as classicly as possible. Changing something to be un-classic (removing pet exp nerf) to fix something that isn't classic goes against that policy. There are some rare exceptions such as mob variable, but they are pretty hard line about it.
I couldn't agree more. We are here for the classic experience in the first place. [You must be logged in to view images. Log in or Register.]
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