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  #11  
Old 06-20-2016, 01:21 PM
Swish Swish is offline
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In my memory weapon swings in classic would take some away from your endurance [You must be logged in to view images. Log in or Register.]
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  #12  
Old 06-20-2016, 01:32 PM
Danth Danth is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
In my memory weapon swings in classic would take some away from your endurance [You must be logged in to view images. Log in or Register.]
Not quite, since the term "endurance" wasn't in use yet. It was known simply as the stamina bar during the classic era. Yeah, that's a bit pedantic. Also, single-wielding modest-weight weapons wouldn't budge the stamina bar; it drained mainly from wielding heavy weapons (Wurmslayer!) or especially from dual wielding.

When P1999 first opened the developers tried to emulate the stamina drain from melee combat, but couldn't get it right on the Titanium client. The system was so excessively punishing that I remember having to receive multiple invigors per fight, at times, as a unhasted Paladin (can't dual wield) against single Wan Ghouls in lower guk. Silly! Eventually, and not for lack of trying, the developers here gave up and disabled the whole system until such a time as they figure out a way to make it work right.

Danth
  #13  
Old 06-20-2016, 01:41 PM
kagrobb kagrobb is offline
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Acumen should have a endurance regen component to it ... it was classic and in the game until Berserkers were added and it was shown to give endless stuns, snares, jolts, freenzies on targets during Beta for the GOD expansion. The endurance regen should be on the spell on P99 ....
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  #14  
Old 06-20-2016, 05:44 PM
notinmyname notinmyname is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
Not quite, since the term "endurance" wasn't in use yet. It was known simply as the stamina bar during the classic era. Yeah, that's a bit pedantic. Also, single-wielding modest-weight weapons wouldn't budge the stamina bar; it drained mainly from wielding heavy weapons (Wurmslayer!) or especially from dual wielding.

When P1999 first opened the developers tried to emulate the stamina drain from melee combat, but couldn't get it right on the Titanium client. The system was so excessively punishing that I remember having to receive multiple invigors per fight, at times, as a unhasted Paladin (can't dual wield) against single Wan Ghouls in lower guk. Silly! Eventually, and not for lack of trying, the developers here gave up and disabled the whole system until such a time as they figure out a way to make it work right.

Danth
Sounds like someone is bad at math and modeling
  #15  
Old 06-20-2016, 06:39 PM
Bazia Bazia is offline
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so the story is this guy's paladin was leveling too slow with classic fatigue mechanics so they were removed?

to be fair the entire fatigue system was purely anti-fun, but it is extremely classic and does effect the difficulty of the game
  #16  
Old 06-20-2016, 07:02 PM
Danth Danth is offline
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No, my Paladin leveled at a decent rate; stamina emulation was disabled because it was broken and extremely non-classic with no known way of fixing it (again, they tried). The endurance pool changes while a player levels and isn't even the same size for every player, while proper classic stamina loss should be fixed across levels and gear. In short it's a fundamental problem with the Titanium client, much like why we have the wrong user interface or some other client-related issues.

Danth
  #17  
Old 06-20-2016, 07:05 PM
Bazia Bazia is offline
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yeh i mean all melee classes have unclassic high as hell dps rates due to fatigue being non existant is about equivalent to non classic UI i agree

like monks needed more help being OP no wonder the content got cleared so easily
  #18  
Old 06-20-2016, 07:20 PM
Danth Danth is offline
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Stamina drain doesn't have any particular impact on anything but low-level melee players because nearly everyone has over 100 stamina (the stat) anyway. In case you forgot, having over 100 stamina reduced the negative effect on a player's melee from draining the yellow bar to merely being unable to jump. The main difference caused by not having this feature is probably the impact it has on swimming for long periods of time. Zones like Kedge or Siren's are therefore made marginally easier, although given the unpopularity of such zones it's still not a big deal. I can see why a fix--difficult and low-impact--has remained a low priority through the years.

Danth
  #19  
Old 06-20-2016, 08:10 PM
notinmyname notinmyname is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
Stamina drain doesn't have any particular impact on anything but low-level melee players because nearly everyone has over 100 stamina (the stat) anyway. In case you forgot, having over 100 stamina reduced the negative effect on a player's melee from draining the yellow bar to merely being unable to jump. The main difference caused by not having this feature is probably the impact it has on swimming for long periods of time. Zones like Kedge or Siren's are therefore made marginally easier, although given the unpopularity of such zones it's still not a big deal. I can see why a fix--difficult and low-impact--has remained a low priority through the years.

Danth
No wonder the content got cleared so easily.

I remember very clearly losing stamina in classic and needing invigorating...

Not on my dick and long dong stroke sessions during leveling but in welding my weapons on my elf pal humanoids.

Not a high priority issue? Shit... I can make a stamina loss equation that is legit and proper... problem is no one knows what the classic rate was, objectively, so it's all stylistic assumption... however I'm willing to bet they didn't try hard enough because their bad at math.
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