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#11
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I browsed allah and some other caster sites and by what I could see.. stamina heal/regen spells were not worthless at all. This is especially true for dual wielding classes that were using big weapons like the wurmslayer, but it's true for even 2 handers that weigh 15 - they would eat up stamina (albeit slowly, but noticeable). I gave the 15 wt number because I saw it on several allah pages for 2001/02/03. Doesn't matter whether it was 1h or 2h. Here's one example of an allah page: http://everquest.allakhazam.com/db/item.html?item=432 april 2002: Quote:
http://everquest.allakhazam.com/db/item.html?item=12629 december 2002: Quote:
http://everquest.allakhazam.com/db/item.html?item=4500 jan 2001: Quote:
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http://www.monkly-business.net/forum...hp/t-4707.html july 2003: Quote:
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http://www.eqclerics.org/forums/arch...hp/t-6179.html december 1999: Quote:
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http://www.thesafehouse.org/forums/s...188#post166188 august 2004: Quote:
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Could it be that the stamina spells and songs aren't working like they did in classic? The reason I ask is becaus soe removed the stamina/regen effect from stamina spells in 2003. Another thing to notice how people correlate haste effects and fast pulls with draining stamina - something less likely to happen in solo situations. I agree that something is wrong with stamina use and stamina penalties. A 9 wt 2-hander should use less stamina than a 15 wt 2-hander, but it looks like it doesn't. There's no reason that they can't go over it and make it work reasonably well. The trouble is getting it right. YOu can't just go on what one person says. If they did that, they'd be changing things that shouldn't be changed. Every single one of us remembers the past incorrectly. That's why this requires more than one person and some kind of backup evidence (net), preferably. | |||||||||||||||||||
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Last edited by stormlord; 11-13-2009 at 08:47 AM..
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#12
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I think that it could perhaps use some tweaking. I also think that having stamina drain is important to group dynamics. From my limited experience on the server so far I've noticed that the pace of groups is usually right on the verge of to quick based on mana regen rates. If we don't have enough reduction in stamina the melee classes have no reason to slow down pulls. It's my opinion that with slowing down the pace of pulls, you'll allow classes which rely on mana, to regenerate it! With enough mana clerics can cast invigorate and nullify the stamina loss. In our race to 50, we're forgetting that the pulse of the group was intended to be a tad slower than what we're used to as of late with newer games and incredible gear in EQ over the years.
So to wrap up, slow things down, tweak stamina slightly and carry on [You must be logged in to view images. Log in or Register.] We have the tools to deal with the intended setbacks. Lets use them as they were intended and have fun! | ||
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#13
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Looks like stamina loss was removed from weapons. On all my characters they no longer use stamina. I thought it was an interesting dynamic. Oh well.
I'm going to take a break from playing until the bugs are fixed and they know what's what. Right now things are changing so fast I don't know what works and what doesn't. | ||
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#14
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Jameus, you're proposing the introduction of a non-classic feature for the sole purpose of making life harder for melees. You're welcome to your opinion, of course, but suffice it to say I disagree.
The recent fix to stamina seems a fair compromise. Stamina was a non-factor the overwhelming majority of the time on Live, and the few exceptions which exist likely aren't numerous enough to spend a large amount of time coding for. That being said, if the devs wish for any assistance in making things as exactly spot-on as possible, I remain happy and willing to assist in whatever way I can. Danth | ||
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#15
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Great thoughts all; I agree Danth that the current 'no endurance drain' is an improvement over the original p1999 model of big penalties. But stormlord makes some good points (and it is always good and interesting seeing those source information and old forum posts--important for making informed decisions).
As a paladin back in the day (1999-2000), I used my Invigor line of spells fairly regularly when in a chain-pulling group, as my endurance would eventually sneak down below 20% (maybe after a constant 5+ minutes of fighting, even with my Darkmetal Holy Water Sprinkler). It seems like the only natural endurance drain I am seeing now is from jumping (fighting nor swimming nor running encumbered drops the value). Even from the perspective of a melee here on p1999 (pally again), I think it is reasonable to bring endurance back into play to some extent. To give even more power to the stamina statistic, perhaps a high stamina can greatly impact endurance regeneration speed. The invigor line and appropriate bard songs would also find new life. | ||
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Last edited by Datante; 11-27-2009 at 11:30 AM..
Reason: quick spelling fix
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#16
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Keep in mind that Invigor doesn't even *work* here anywhere near as well as it did on Live. Extinguish fatigue is even worse. That reality is likely part of the reason for the current compromise.
When I had that mace you mention on my own historic characters, it never caused my yellow bar to so much as budge. A Wurmslayer would, though. Danth | ||
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#17
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Hiya Danth,
Aha, if the invigor line and other endurance regen sources are malfunctioning, then the current no-loss situation makes sense. | ||
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#18
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I hope it comes back. I really did think it added something to the gameplay. It did make me think more - which I like. Now I don't even have to think about whether i'm using a 2 hander or a 1 hander or it's heavy or it's not heavy. In my book, that's just boring. I love character development. And the spells are needless too. Figuring out how to produce an effective character is half the fun. The rest of the fun, for me, is just wasting time doing things unrelated to normal leveling. I know there're some people who like simple games, one or two stats, but I don't. Those are just boring to me. I like lots of dynamics going on, and hard choices that have to be made. It's fun.
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Last edited by stormlord; 11-27-2009 at 02:21 PM..
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#19
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This isn't a flame by any means, just an anecdote. In another game many years ago, (and not even an RPG, but an MMO flightsim), I recall a bug discovery. Turns out that planes lost speed much more quickly than they were supposed to, badly affecting their performance. Nonetheless, once the bug was fixed, there was a small subset of the player base who wanted it un-fixed. They liked the way the bug, even if unintended, made the game harder.
I don't want to have to make choices that only arise because of broken implementation. That doesn't strike me as fun, only as nuisance. Each to his own. I respect your right to your opinion, but I hold the opposite belief: The present fix, while imperfect, feels worlds better to me than the prior implementation. It is closer to right, even if 'right' in this case is simpler/easier than the broken situation. Likewise with melees taking less damage now--it might make the game a bit easier, but it's also closer to correct. Danth | ||
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#20
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a) stamina drain still happens b) drains to the amount we experienced in classic No drain at all isn't classic. It's not a fix. It's like removing encumberance because it encumbered too much. Look at one of the links above. There's a comment that a 14 wt 2h weapon was draining someone's stamina. I was fine with the melee fix, btw. And it's not the same thing. They didn't remove melee or make it so mobs always miss. They didn't even comment that they were planning a fix (after disabling it). That would have helped a lot. | |||
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Last edited by stormlord; 11-29-2009 at 07:00 AM..
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