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#1
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one big one -- NPCs don't drop items you give them, so no charming mobs, giving them weapons with good procs and getting them back later!
I wasn't a big pet user in classic but I've been told classically they would take on delay of any weapons given, so you could give pets low delay weapons and speed them up. Don't know if it's true or if this was also nerfed classically but it's certainly not true here. Maybe someone who does remember can flesh this one out [You must be logged in to view images. Log in or Register.] -Propo Fol | ||
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#2
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Coin dropping was actually removed due to an exploit. It should have been removed during the beta since the devs at 989 studios knew about it, but for one reason or another, they never got around to it till yr+ later. So I'm fine with it not being ingame.
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#3
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Lord Shin Ree was classic, he was just exceedingly rare on live. Having leveled many chars there in 99 I saw him < 5 times. Probably 1-2% spawn chance, going to be difficult to find a source on that tho.
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#4
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Pets ate xp by kunark, iirc. I think it was nerfed mid/late classic. The variance here is waaaaaaaay bigger than classic. That always struck me as odd.
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#5
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I also found it strange when I started WoW and mobs would forget me if I ran far enough away. To my memory, that had never happened in classic EQ.
I can't recall hunting much in Seb during Kunark, but I know during Velious hunting in ToV-HoT that the cleric drakes would try to gate and if they succeeded they would heal up a little before running back. | ||
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#6
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I remember having trouble pulling mobs great distances in some of the Kunark zones, particularly TT. Mobs would warp back to their patrol path - but they didn't forget about you. Once you got back within a certain (large) radius, they would pick up the chase again. I highly doubt anything similar to that was possible in PoFear, having kited large portions of that zone's population for extended periods of time.
Gating mobs always got back some of their health, but they would only attempt gate if they were a certain distance from their spawn point (and then they would ALWAYS try). Similar to the TT scenario above, a gated mob would not immediately come back unless you were inside the "re-aggro" radius. I'm still a noob on this server, so I can't attest to it being any different here. | ||
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Last edited by Droog007; 12-10-2012 at 03:40 PM..
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#7
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Quote:
ran far enough away, it would give up the chase, but as soon as i got near it again (even before it was visible), it was on me like glue | |||
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#8
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EC tunnel trains were nerfed in P1999, but were arguably part of the classic experience.
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#9
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Quote:
However the devs deemed that people here will whine, so they removed this... | |||
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#10
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rofl ya siralvarex west karana too small..
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