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  #11  
Old 11-13-2009, 07:13 AM
stormlord stormlord is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
"It should scale too. A weapon that weighs 8 should require more stamina than a weapon that weighs 6"

At least on a non dual-wield class, neither of these hypothetical weapons should even make the yellow bar budge. I know this is a mere example, and you could easily change the numbers to something more accurate (say, a 10 weight weapon requires less stamina than a 12.5 weight weapon), but I point that out so as to prevent any confusion about how things should be.

I must reiterate that on Live spells such as invigor WERE regarded as worthless the majority of the time--there were only a relative handful of overweight weapons (I listed a few above) which could cause problems.

Danth
What I was saying is that the formula should make sense. I agree that a weapon that weighs 7 will use very little stamina, but it should use some. It'll use so little though that you won't notice. I wasn't trying to say that weapons that're lightweight should cripple you and make you rest every 3 minutes. I was just saying that the formula should scale.

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:
23/48 is still decent for a warrior, 2 less dam than an exec axe but also 2 less delay. The hideous 15.0wt will drag that yellow bar straight down though, but the proc IS a useful one. The one on the PGT saved my warrior's butt plenty of times in those younger days...
Here's another one:
http://everquest.allakhazam.com/db/item.html?item=12629

december 2002:
Quote:
Only complaint I have is that it is heavy. My STAM gets drained, but as a pally, Invigor keeps me swinging without downtime. I love this weapon.
Another:
http://everquest.allakhazam.com/db/item.html?item=4500

jan 2001:
Quote:
well the more the weapon weighs the faster your stamina is drained. A weapon like this would drain your stamina like crazy in a fight cause its fast and heavy.
Quote:
True, but doesnt do you harm..
Only if you equip it on a low or mid level twink that isn't grouped with an enchanter and doesnt have invigor...
Quote:
i think the more stam you have the less this is a problem. I have a level 19 sk troll I've been screwing with and it has most weapons on it which are weight 10 - 15. Its sta never goes down much really at all in a fight. Of course Its sta is pretty darn high also, I think at like 140 with a couple of crustacean shell armor pieces and some other stuff.

This would be a larger concern for dual wielding classes also. I'd bet especially a ranger can get fatigued fast with a couple heavy weapons.
Quote:
Augment (lvl 29) has good Sta regen, a Bard has sta songs, Rangers and others have Invigorize spells, etc etc. My 51 Ranger often fights with WS (15lbs), has 30% haste cloak plus Swift or AQ (Speed buffs) from the Ench u usually have in group at that level.

If there's no ench with Extinguish Fatique around then he casts invigorize on himself in mid fight if really neccessary, takes you out of the fight for like 6 seconds...

Weight on weaps is overrated.
Another (non-allah):
http://www.monkly-business.net/forum...hp/t-4707.html

july 2003:
Quote:
I've been soloing a monk through his 30s using a zekhas and a SoS and its been going fine. However, I noticed that most monks at the highest level are equipped with 2hb and I had neglected the skill. Luckily I hadnt used any practice points and managed to buy it up to 81 still leaving me well short. I managed to get hold of an original 19/20 RFS to get fast raises but my stamina bar empties faster than the ranger's cleric's mana bar!

IS this the norm with 2handers and if so whats the solution?
Quote:
One thing to note about stamina drain is that the amount you lose with each swing is proportional to the weight of the weapon you are swinging.
Another:
http://www.eqclerics.org/forums/arch...hp/t-6179.html

december 1999:
Quote:
Extinguish Fatigue is useful in certain circumstances. Certain MOBS in Mistmoore Castle have a spell effect that causes the STA of your tanks to drop to zero. (It will say in the chat window 'PaladinBoy looks faint')

When their STA goes to zero, theie attacks drop to virtually nothing, so you need to hit your tanks with this, and then they are rough & ready to continue the fight.

Also, I recall one really tough night in the Unrest basement when we had a massive train, which we fought and did not run from. (YAY for us!) The fight was long and brutal, and somewhere in the middle, out dwarf warrior tells us that he's down to nothing on STA (He is tired), so I memmed this spell, got right up, casted, and he was swinging like a mad man again.
Quote:
And if you ever adventure in Kedge or fight sharks in Erud's Crossing, you'll keep ext fatigue memm'd up. Even in smaller fights if the pulls are constant (6 or 7 mobs in a row) a melee'er with haste effect equipment like a sash or a mith 2h will start to tucker out a bit.
Quote:
If you have ever been to new Paw and seen some of the trains there, you'll realize this isn't that bad of a spell to have memmed. We had a fight where there were just a constant flow of mobs. We clear the 3 Gnolls we pulled, then clear 3 more that were trained to zone, then in comes the next train, and again. Had to use Extinguish fatigue couple of times on the tanks. I've seen that MM thing too, but not often, so if a tank loses fatigue i sit and mem it really quick and then cast it.
Quote:
Is there a difference between invigor/extinguish fatigue? Never bought the second, as i figured nothing more than maybe a faster cast or less mana (is that possible?) But invigor i do use quite a lot now with the higher level mobs, stuff with over 2k HP with mostly melee types comes to mind, seafuries, LDC's, imps, etc
Quote:
Extinguish Fatigue – Used it a couple of times now, looks pretty sad vs the Bard Invogor song.
Quote:
Extinguish Fatigue- ive had to use this spell regularly in 2 occasions... #1 ALLWAYS in kedge keep, your constantly swimming so your constantly useing sta, and the tanks use it up even quicker. #2 last night with a lvl 50 bard, with there song nearly halfing the dly time of all weapons, tanks where out of sta in no time. Extinguish is much better then invigor for 2 reasons, it is not a linger spell.. it charges your sta as soon as it hits, and it will fill your sta bar compleatly unlike vigor. And the extra mana it uses is VERY small, its what 25mana?
Another:
http://www.thesafehouse.org/forums/s...188#post166188

august 2004:
Quote:
As far as I know, no, there are no spells in production EQ that will do so. The old stamina regen spells have no impact at all on end regen.

There was initially a shaman ward with GoD whose description implied that it would regen endurance of those within range, but it only ever healed health, and the description has now been changed to match.
Quote:
I know that after they nerfed all of the invigor line of spells to stop end regeneration there was still that lvl 3 bard song jaxons jig of vigor or whatever, that id have a bard i grouped with sing every now and again, did wonders. nfc if they fixed it or not yet.
There's more but i'll stop there (more allah too). I just wanted to give a broad picture of what's out there.

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.
Last edited by stormlord; 11-13-2009 at 08:47 AM..
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  #12  
Old 11-13-2009, 08:57 AM
Jameus Jameus is offline
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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  
Old 11-26-2009, 03:36 PM
stormlord stormlord is offline
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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  
Old 11-27-2009, 09:57 AM
Danth Danth is offline
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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  
Old 11-27-2009, 11:28 AM
Datante Datante is offline
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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.
Last edited by Datante; 11-27-2009 at 11:30 AM.. Reason: quick spelling fix
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  #16  
Old 11-27-2009, 11:33 AM
Danth Danth is offline
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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  
Old 11-27-2009, 11:41 AM
Datante Datante is offline
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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  
Old 11-27-2009, 01:58 PM
stormlord stormlord is offline
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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.
Last edited by stormlord; 11-27-2009 at 02:21 PM..
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  #19  
Old 11-27-2009, 02:16 PM
Danth Danth is offline
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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  
Old 11-28-2009, 09:18 AM
stormlord stormlord is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
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
Nevertheless, ever since noticing that stamina didn't drain I haven't played. Just have no desire. Bad taste in my mouth. Project1999 just too buggy. I'm not trying to flame you or start something. Just letting you know that I hope they fix this such that:
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.
Last edited by stormlord; 11-29-2009 at 07:00 AM..
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