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  #1  
Old 03-24-2015, 03:48 PM
Xerical Xerical is offline
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Both were classic yet FD warp pulling required more skill and timing... hopefully they bring it back. Or, if someone found a way to do it currently please let me know [You must be logged in to view images. Log in or Register.]
  #2  
Old 03-24-2015, 06:30 PM
Xerical Xerical is offline
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The point is... warp pulling was CLASSIC. I did it through Planes of Power. Even if you don't like it it should be in the game.
  #3  
Old 03-25-2015, 01:55 AM
Liav Liav is offline
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Quote:
Originally Posted by Xerical [You must be logged in to view images. Log in or Register.]
The point is... warp pulling was CLASSIC. I did it through Planes of Power. Even if you don't like it it should be in the game.
One was an unintentional side effect of SOE's code. Unless that code can be copied verbatim as well as code regarding NPC interactions with players, it's going to be required that this is coded into the game intentionally.

You would literally have to make the code warp mobs on top of players if you use FD in conjunction with a ranged attack. I'm skeptical if they're even capable of making that work properly.

I think intentionally coding exploits into the game is fucking stupid, especially if they don't come about as a side effect of authentic SOE code and as an intentionally added after-thought.

No.
  #4  
Old 03-30-2015, 04:03 PM
maskedmelon maskedmelon is offline
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Quote:
Originally Posted by Xerical [You must be logged in to view images. Log in or Register.]
The point is... warp pulling was CLASSIC. I did it through Planes of Power. Even if you don't like it it should be in the game.
Right and there was a bug with the Velious UI that allowed you to equip any item in any slot. I think they should bring back that.

Other things you could do in classic that you cannot do here:

Drop coin
Grav flux self
Dual box


If you feel it is that important take it to the bugs forum, present evidence of the mechanic and lobby for the change. I am not inclined to believe that the developers will spend time trying to implement this though ^^
  #5  
Old 03-30-2015, 03:26 PM
bulbousaur bulbousaur is offline
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Well, they are intentionally coding multiquests into game, but it was originally a bug.
  #6  
Old 03-30-2015, 04:23 PM
Teeroyoyort Teeroyoyort is offline
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The way that pull worked was when you agro'd a mob within a group of mobs, it would do a "call for assist" to it's nearby friends. That call for assist had a refresh time of like 1 second or so. So you would toss a star and FD once it hit, get up and toss another. The initial hit would do the call to assist, but by the time the 2nd star hit the mob, the call to assist wasn't refresh and the mob would come single.
  #7  
Old 03-30-2015, 04:27 PM
Teeroyoyort Teeroyoyort is offline
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This was the patch that ended that.

Over the course of beta, we've identified and corrected a number of issues that have been around for a while but were being exacerbated by the downtime changes we are making. There are two particular changes with the "call for help" routine that I want to draw attention to since they close loopholes that allow some questionable tactics that some of you may be using currently. I want you to be aware that they will no longer work after our next patch to save you the potential deaths from attempting them. These will also be in the patch notes.

When most NPCs call for help, they will only call for a small, set number of NPCs to respond to keep from swarming people with dozens of NPCs at once. There was a problem in the call for help routine that caused an NPC to not call for help again for a few seconds if it had already called for help and enough NPCs responded that they had met that maximum number the first time. This is what was enabling the so called "tick pulling" phenomenon whereby you could aggro an entire room, drop aggro, then immediate re-aggro a single NPC and it would come alone. This is now fixed and NPCs will now properly call for help

every time they are aggro'd from a non-aggro state.

With the above problem fixed, we also had to address another bug in the same area to prevent just shifting the loophole form one tactic to another. This one had a similar effect, although for an entirely different reason. When a player sends a pet in to attack an NPC, the NPC uses the pet's leader to determine how the NPC reacts. In one part of the "call for help" routine, this check was missed and it was causing an NPC to not call for help if it was attacked by a green con pet of a PC. This particular bit of code is there for NPC vs NPC combat to keep NPCs from ganging up on each other, but the missing check for a PC leader caused it to not call for help if a PC sent a green con pet to aggro it. This is now fixed and the NPC is properly using the pet's leader for this check as well.

Again, both of these fixes will go out with our patch next week.

Rashere
  #8  
Old 03-30-2015, 04:56 PM
maskedmelon maskedmelon is offline
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Date?
  #9  
Old 03-30-2015, 05:16 PM
Sadre Spinegnawer Sadre Spinegnawer is offline
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aggro, pulling and pathing issues *are* classic, but -- despite our loathing of SOE -- what wasn't classic is that SOE would then just sit back and say, "well, that's the code."

SOE certainly let some things slide, but other things they fixed, or tried to fix (often nerfing things to hell or breaking mechanics, but that is another issue).

If we had a meter where the needle on one end was "my god fix these obvious exploits, bugs, and op'd mechanics!" and on the other end "dear lord, can't you people leave *anything* alone?" I think p99 falls comfortably somewhere in the middle. Some things get fixed. Other things that are basically one gigantic exploit -- for example, the bard class -- are left in game.

I would rather that, than have the needle too far in either direction.
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  #10  
Old 03-31-2015, 02:04 PM
bulbousaur bulbousaur is offline
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The green pet pulling fix was long after Velious, IIRC.
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