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  #71  
Old 05-31-2012, 03:28 PM
Razdeline Razdeline is offline
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All undead had social aggro. I fondly remember this from training spectres to the docks.

Mobs do not run fast enough when low health, a snarer in Seb or Chardok, for example, were basically required. I really find this important, because it was a game mechanic that entertained suspense.

(I played a little on EQmac, and mobs were running correctly there if you need a reference)

The bard mob 30 yards out (once zoned into highkeep), always dropped a lute.

Bolt spells were brighter and did not look like a glowing black stone shooting through the air.

Certain caster mobs throughout Kunark cast a larger array of spells in comparison to what they are doing now. I remember mobs casting root more often in Sebilis. (not sure if this was just exclusive to here)
  #72  
Old 05-31-2012, 05:50 PM
SamwiseBanned SamwiseBanned is offline
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edit read thread title backwards.
  #73  
Old 05-31-2012, 06:02 PM
hdawg06 hdawg06 is offline
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Velious
  #74  
Old 05-31-2012, 10:34 PM
batkiller batkiller is offline
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There are only really two things that I miss. First of was that there were enough players that all fun places had groups. For example here, I have visited Cazic Thule many times and I never saw another person [You must be logged in to view images. Log in or Register.] It just seems nobody ever goes there, except the occasional person using the wiz port. Same goes for lots of zones, the population really seems low, and my time zone makes it even worse. Often when I play the entire population is only double digits.

And the other thing I miss is that petitions got answered eventually. I think general petitions get answered in P99 ok, but reimbursements and the like just take forever, or never get answered (according to some people). That is pretty sad. I can take good care of myself and even soloing most of the time is something I can cope with, but occasionally we need help from the gods.
  #75  
Old 05-31-2012, 11:15 PM
Daldaen Daldaen is offline
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Mobs dropped aggro if you got too far away from them, then if you got within about 200' of them again, they reaggroed with 0 points of aggro on you (so that if they pass anyone KOS while you are running them around they will attack that person).


Training here just isn't easy enough, and it should be. EQ trains were baller.
  #76  
Old 06-01-2012, 02:11 AM
finalgrunt finalgrunt is offline
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Quote:
Originally Posted by batkiller [You must be logged in to view images. Log in or Register.]
There are only really two things that I miss. First of was that there were enough players that all fun places had groups. For example here, I have visited Cazic Thule many times and I never saw another person [You must be logged in to view images. Log in or Register.] It just seems nobody ever goes there, except the occasional person using the wiz port. Same goes for lots of zones, the population really seems low, and my time zone makes it even worse. Often when I play the entire population is only double digits.

And the other thing I miss is that petitions got answered eventually. I think general petitions get answered in P99 ok, but reimbursements and the like just take forever, or never get answered (according to some people). That is pretty sad. I can take good care of myself and even soloing most of the time is something I can cope with, but occasionally we need help from the gods.
It also has to do with the fact that most people know the best places to level up at nowadays.
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  #77  
Old 06-01-2012, 12:44 PM
nilbog nilbog is offline
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Quote:
Originally Posted by tristantio [You must be logged in to view images. Log in or Register.]
Immobile tradeskill containers (forge/cask etc.) do not allow players to store items in them.

On live it was a great way to swap items between characters, here it doesn't work due to new tradeskill system which has almost been fully disabled (the recipe box).
Will look into this. Items are locked down pretty tight, and these changes get put off due to there being no exploits. When changes are made to trades, containers, or corpse items, they sometimes open up the possibility for trade or item bugs.

Quote:
Originally Posted by Auchae [You must be logged in to view images. Log in or Register.]
I actually haven't tried this on P99, but my favorite old school feature was the ability to /consent someone, and they could loot your corpse. I used to do that to transfer items from 1 character to another.
This is disabled and will not work on p99. At this point on the timeline, it was long gone from live. Early on Erollisi Marr, I remember dragging some corpses in Splitpaw with the understanding that I wouldn't take items, but I'd keep all coin for dragging it. Exploits with this on eqlive were like.. having no drop items on one character. Deleting that character, then remaking new character with the same name. When you arrived at the corpse, you could loot it due your name being identical.

Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Giant mobs, like Cyclops / Hill Giants ran even with social aggro, making quadding them very annoying.
This is not currently doable without making an independent faction for each npc. It has been mentioned to source developers.

Quote:
Originally Posted by kaev [You must be logged in to view images. Log in or Register.]
Dunno if anybody else has mentioned, but...

"You have caught fresh fish!"
What needs to happen with fishing?

Quote:
Originally Posted by Razdeline [You must be logged in to view images. Log in or Register.]
Mobs do not run fast enough when low health, a snarer in Seb or Chardok, for example, were basically required. I really find this important, because it was a game mechanic that entertained suspense.
NPC fleeing was changed last patch. Is this still an issue?

Quote:
The bard mob 30 yards out (once zoned into highkeep), always dropped a lute.
Lislia Goldtune? I can't find anything supporting this, but I will change it if that's how it needs to be.

Quote:
Bolt spells were brighter and did not look like a glowing black stone shooting through the air.
The 'bolt' spell graphic itself is missing from titanium. The glowing black stone graphic was used in lieu of nothing else. I suppose the new bolt graphic could be looked into.

Quote:
Certain caster mobs throughout Kunark cast a larger array of spells in comparison to what they are doing now. I remember mobs casting root more often in Sebilis. (not sure if this was just exclusive to here)
Cases like this are often undocumented and impossible to research. We do have the ability to make certain spells a priority over others, if that is the case.

Quote:
Originally Posted by Rawny [You must be logged in to view images. Log in or Register.]
Back on topic..

Spell animations flow upward from your hands rather than outward.
This is true. What needs to happen is the spell, when particles are ejected, aligns to the skeletal structure of the arm. Kanras made the ice nuke particles shoot directly horizontal, instead of vertical. This is modifiable with hex using the spellsnew.edd file. Being that that file is purely client-side, this is a project that the community could work on.

[You must be logged in to view images. Log in or Register.]

green: purely horizontal
red: desired, aligned with direction of hands

This could be its own thread. People good with hex edits, this is for you. Due to the complexity of changing even 1 spell effect, the structure of the file itself needs to be understood and some type of blanket change applied.
  #78  
Old 06-01-2012, 01:28 PM
fadetree fadetree is offline
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On the mobs casting issue - I have yet to be rooted by a caster mob. I recall that the mobs on live seemed to have a very minor AI-type routine directing their casting - ie., if your target is running, prefer snare and root over say, a debuff. I guess its similar to how they decide to start healing, etc.
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  #79  
Old 06-01-2012, 06:39 PM
Grumble Grumble is offline
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I remember in the old days when I started playing, back in '00, the mobs in Qeynos, QH, and EF were always churning, moving. There were a few static mobs in these zones, but not many. Now, most of them are static with only a few mobile.
  #80  
Old 06-01-2012, 08:42 PM
Volfie Volfie is offline
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/Q porting
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