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Old 12-18-2009, 09:30 PM
Finawin Finawin is offline
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Mobs are faster. There is no way anyone with an iota of memory or intelligence would try to refute this.

Strafe running allowed you to gain a very slight lead. Now sometimes it barely even does that, and in most cases, doesn't.

Mobs move significantly faster. This coupled with a longer melee range is quite problematic.

This is all moot because it can't really be fixed. So there's no use to a bunch of people who were very likely kids when they played in 1999 (or didn't at all!) claiming they remember something that never happened.
  #2  
Old 12-18-2009, 09:58 PM
nilbog nilbog is offline
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Quote:
This is all moot because it can't really be fixed. So there's no use to a bunch of people who were very likely kids when they played in 1999 (or didn't at all!) claiming they remember something that never happened.
The speed itself... eh. I'm not 100% sure. There is some kink within the titanium client vs. the 2004/05 (?) npc runspeed change vs. what we remember from 1999 vs. original/emu melee hit box vs. graphical display.

It is very noticable as certain npcs visually appear to the walking *way* too fast. I hope a solution can be found for the issue.. as I'm sure it deters some newbies.

I was there, I remember :P

This bitch killed me constantly trying to level a paladin, solo, in qeynos hills. First emarr holly windstalker raid.. she taught me all about runspeed.

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  #3  
Old 12-18-2009, 10:07 PM
Danth Danth is offline
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Spectres, for example, were among the rare few types of monsters which moved so slowly that a person could outrun them (barely) at normal run speed. Most monsters did outrun the player slightly.

I figure strafe running was something of an unintended exploit that was never fixed and turned into a sort of feature over time. Strafe running works quite nicely on P1999; I can use it to train mobs across entire zones whilst only receiving a few hits.

Although many mobs quite obviously walk too fast, in practice things usually work out about right, except maybe to some kiters. As such this is *mostly* a cosmetic issue, although I absolutely feel for said kiting classes (bards, etc) who have a rough time due to this issue. That being said, it's probably the most blatant cosmetic issue on the server--immediately apparent within a minute or so to every new player who logs on. With that in mind we can continue to expect threads on the subject until a better fix is found.

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  #4  
Old 12-19-2009, 01:16 AM
Finawin Finawin is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
The speed itself... eh. I'm not 100% sure. There is some kink within the titanium client vs. the 2004/05 (?) npc runspeed change vs. what we remember from 1999 vs. original/emu melee hit box vs. graphical display.

It is very noticable as certain npcs visually appear to the walking *way* too fast. I hope a solution can be found for the issue.. as I'm sure it deters some newbies.

I was there, I remember :P

This bitch killed me constantly trying to level a paladin, solo, in qeynos hills. First emarr holly windstalker raid.. she taught me all about runspeed.
Well my point wasn't really directed towards you, more in support of, really.

We know the runspeed is off in a lot of cases, fine in some, and WAY off on some...just that it's not really a high priority to fix it. (If that's even possible.)

People claiming mobs' runspeed are fine, are wrong.
  #5  
Old 12-20-2009, 05:54 PM
seveian seveian is offline
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if (mob.aggrolist.size == 0)
runspeed = SLOWER_THAN_SOW_FFS;
else
runspeed = do_it_the_way_it_currently_is;


- the code guru
  #6  
Old 12-20-2009, 11:01 PM
Cubehacker Cubehacker is offline
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NPC roam speed seems to be a bit on the quick side. They "walk" almost as fast as we "run". Their actual agro run speed seems to be just fine, but as they roam the zones they move maybe 10-20% too fast
  #7  
Old 12-21-2009, 12:23 PM
Shaun421 Shaun421 is offline
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I have only been playing on this server for a few days, and haven't played EQ for several years, but I would agree with those who are saying that in Classic EQ you could not outrun a mob without hopping or strafing.

However, to those who are saying that mobs "must be" running faster because the strafing doesn't work, I think that may be an issue to some wonky pathing. Now like I said, I've only been on this server for a few days but my hours spent in Crushbone shown me some unusally intelligent and potentially buggy behavior by mobs chasing people. Often times an agro'd mob will run straight to the target regardless of terrain, vaulting moats, passing through trees and walls, etc.

Maybe my memory is just not that good but I don't recall this from Classic Live servers.
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Old 12-21-2009, 08:21 PM
Finawin Finawin is offline
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That is a pathing issue that is separate from the runspeed issue entirely. It's not just imagined though. Pathing isn't as it is on live. It would be damned near impossible to replicate that.
  #9  
Old 12-28-2009, 11:14 PM
Scrooge Scrooge is offline
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What really sucks about this is the fact that when a mob is under 20%, it can run as if its still 100% and sow'd lol...I had a seafury cyclops after me with 2% health, and it took me a minute of kiting just to make enough distance to root.
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DAOC: Uthgard Revamp v2.0 (P99 thread for Hibernia)
Uthgard v2.0 Getting Started
DAOC Class Descriptions by Crith (for all 3 realms, with some comparisons to EQ classes)
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  #10  
Old 01-19-2010, 03:31 PM
Finawin Finawin is offline
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No, it isn't a clouded memory. Shit here runs faster than normal. It's been confirmed numerous times, over and over.

The issue is just not being able to fix it because of the increments involved in changing it are too great. One notch down makes the mobs too slow.

Strafe running is just barely fast enough as opposed to gaining a lead with it like you could before. Mob melee range is also GREATLY increased here and that exacerbates the problem.
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