Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 07-01-2012, 11:56 AM
Brimacombe Brimacombe is offline
Kobold

Brimacombe's Avatar

Join Date: Dec 2011
Posts: 188
Default

Quote:
Originally Posted by Danyelle [You must be logged in to view images. Log in or Register.]
The real question here is, who in this thread can provide evidence that what they are claiming is actually how it happened, or still happens, and how many are basing it off of memories from 13 years ago that could be falsified by time?

I play Live's Test server, the mobs here are indeed a little faster, but not near as much as everyone makes them out to be. Especially if the mob happens to be SoW'd. Fleeing/snared or not. And I can provide FRAPs evidence of this if need be. As for the "modern versus Classic" debate... I checked and did see a single patch note, from 1999 to 2012, that indicates mob flee speed, sow speed, snare speed, or any other form of runspeed, was universally changed. Logic dictates that it was the same way back then as it is now. EQMac would also be a good judge.

Until people can provide some sort of solid evidence stating otherwise. They won't change a thing. You can make all the posts/threads and complaints about "this is how I remember it" that you want.
I quadded spirocs in TD for about 5 days. I saw nothing out of the ordinary. Some mobs have faster runspeed than others. I don't enjoy this fact, but that does not mean I can use the "Classic" card to get it changed.
The plural of anecdote is not "Data".

-Brimacombe.
  #2  
Old 06-30-2012, 11:05 AM
douglas1999 douglas1999 is offline
Banned


Join Date: Nov 2009
Posts: 1,436
Default

Well you're totally right about that, and I wish I could find some documented evidence. I'm only so certain because almost every other change they make I remember as being accurate from classic, but when they changed the run speed it jumped out as being drastically wrong immediately. I quit EQ during luclin, so I don't have very many non-classic era eq memories to get things mixed up with.
  #3  
Old 06-30-2012, 11:35 AM
Slave Slave is offline
Banned


Join Date: Mar 2011
Posts: 2,339
Default

Mobs on P99 are significantly faster than mobs were in Classic. It is known.

Add to that the gigantic player hitboxes from the rear, tiny mob hitboxes from the rear, mobs casting SoW on other mobs in dungeons (they only ever cast it on themselves if they could), and other strange mechanics and the complaints roll in.

Personally, I find I can deal with everything else now that the mobs take time to turn while changing direction while fleeing. Nilbog really came through on that aspect.
  #4  
Old 06-30-2012, 11:47 AM
kaev kaev is offline
Planar Protector


Join Date: Sep 2011
Posts: 1,907
Default

Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
..., mobs casting SoW on other mobs in dungeons (they only ever cast it on themselves if they could), ...
That's a lovely unsupported claim you have posted there sir. I shall counter with a matching claim that in the "classic" game mobs cast SoW on other mobs in dungeons at least as frequently as they do now on P99. Note that I provide exactly the same support for my claim as you do yours.

Also, when are they gonna fix this annoying server bug?
  #5  
Old 06-30-2012, 12:08 PM
Tewaz Tewaz is offline
Planar Protector


Join Date: Jun 2011
Posts: 1,229
Default

Wait, swarm kiting is fixed? Lazortag, please respond.
  #6  
Old 07-01-2012, 03:18 AM
Splorf22 Splorf22 is offline
Planar Protector


Join Date: Mar 2011
Posts: 3,236
Default

Quote:
Originally Posted by Tewaz [You must be logged in to view images. Log in or Register.]
Wait, swarm kiting is fixed? Lazortag, please respond.
+1
  #7  
Old 07-01-2012, 11:22 AM
Lazortag Lazortag is offline
Planar Protector

Lazortag's Avatar

Join Date: Apr 2010
Posts: 3,635
Default

Quote:
Originally Posted by Tewaz [You must be logged in to view images. Log in or Register.]
Wait, swarm kiting is fixed? Lazortag, please respond.
Yep, I've tried it on Spirocs and Raptors in TD and it works just fine. The mobs don't even need to be kos to you. I don't think they need to be social either.
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
  #8  
Old 07-01-2012, 03:56 AM
douglas1999 douglas1999 is offline
Banned


Join Date: Nov 2009
Posts: 1,436
Default

Yes, everyone's memory is foggy and different from one another's. That is understood and agreed upon by most rational people who play here. Now, does ANYONE remember mobs turning and running from you at full speed, using the same running animation that they use when you pull them? Say you pull a mob and it runs at you at 100% speed. Then you fight the mob for a while, and at about 20% health it turns and runs away at 100% speed again. This was how it worked? In the game that I played for three years and literally never remember seeing a mob do that once ever?
Last edited by douglas1999; 07-01-2012 at 03:59 AM..
  #9  
Old 07-01-2012, 04:27 AM
Harrison Harrison is offline
Banned


Join Date: Aug 2010
Location: Massachusetts
Posts: 2,320
Default

Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
Yes, everyone's memory is foggy and different from one another's. That is understood and agreed upon by most rational people who play here. Now, does ANYONE remember mobs turning and running from you at full speed, using the same running animation that they use when you pull them? Say you pull a mob and it runs at you at 100% speed. Then you fight the mob for a while, and at about 20% health it turns and runs away at 100% speed again. This was how it worked? In the game that I played for three years and literally never remember seeing a mob do that once ever?
^This.

Mobs didn't run away this fast, when snared. (Excluding movement speed buffs)

But the root of the problem is in the longstanding bug that is impossible (as yet) to fix given the technical restraints we have using the client we do, etc.

If they bump down the mob's movement speed even the smallest increment possible given in Emu, they will be too slow. That is unacceptable moreso than them running too fast.

Anyone claiming that mobs are moving the same speed as they did in live are flat out lying, or wrong. This is a longstanding identified issue with the server that can't be corrected yet. Not accurate.
  #10  
Old 07-01-2012, 04:34 AM
Razdeline Razdeline is offline
Fire Giant


Join Date: Jan 2011
Posts: 757
Default

Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
Yes, everyone's memory is foggy and different from one another's. That is understood and agreed upon by most rational people who play here. Now, does ANYONE remember mobs turning and running from you at full speed, using the same running animation that they use when you pull them? Say you pull a mob and it runs at you at 100% speed. Then you fight the mob for a while, and at about 20% health it turns and runs away at 100% speed again. This was how it worked? In the game that I played for three years and literally never remember seeing a mob do that once ever?
I do remember mobs running this fast at 20% and gradually declining. If you want a good reference just go onto EQMAC, and do it there. Mobs run speeds were not changed up until that point (its locked in PoP).

That being said, I cant say how the running worked with snare, I *think* when you snared a mob that was running it automatically stopped, regardless of health (when below the 20% threshold).
Closed Thread


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 05:09 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 - 2026, Jelsoft Enterprises Ltd.