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#22
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![]() You're right, it's a fear post. Hate posts are ---> way.
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#23
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![]() Jokes
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#24
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![]() Quote:
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[ANONYMOUS]
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#25
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![]() Let's all just settle down, and have some pie.
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![]() it's like you make the atomic bomb (server) and you don't want to let other countries (guilds) have nuclear secrets (under the radar information). it's gm's business and no one else's or else everyone gets nuked. letting Iran or North Korea beta test and keep the successful nukes, makes other countries uncomfortable. | ||
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#26
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![]() Quote:
And that's not the devs fault, it's just incredibly hard to recreate experiences perfectly and accurately when there was so few who were actually there in 99 to experience it. There are so many variables that go into each encounter.. Mob stats, aggro list, pathing, line of sight, pets vs, charm, melee mitigation, mob AC, mob scripts, mob placement, spell effectiveness, Resists, etc.. That's not even scratching the tip of the iceberg. These encounters are *insanely* hard to recreate accurately. I've seen Nag die, it wasn't even remotely on par to what it took to kill him 10 years ago. But someday it will be. It's also really rough from the players standpoint to feedback certain things and back up your statements. I mean, the first 3 weeks i was in sky on live the goddamn zone wasnt even itemized at all beyond broken quest pieces. How can i prove that? The first time we zoned into Fear on live the mobs hit for 40 dmg and we laughed ourselves silly and farmed armor for a week before Verant tuned it up. How can I prove that? Charming mobs vs. dragons was bad idea jeans since the charm icon would default as the top buff slot and the second the dragon dispelled, your charmed pet became an angry NPC add that would pick off clerics and casters one by one. How can I prove that? The thing is, you really can't.. Wayback Machine only will lead you to common knowledge stuff that isn't necessarily "accurate", either. After all, the EQ version of "facts" is things.. randomly posted on the internet. Best proof I have for Enchanters is simply you didnt see any charm kiting in Skyfire, because of the friggin chromodracs [You must be logged in to view images. Log in or Register.]. But I can't prove that either. What we all know and are afraid to say is in Classic enchanters hasted 20 ppl, claritied 20 ppl, tashed a raid mob and then... sat down and read a magazine. Anyone grouping with enchanters doesnt want them whacked with the nerf bat all the way to their actual classic status, and lord knows the actual enchanters want nothing to do with their classic place in the EQ world either. Then you have to make a gut decision if you are in power and decide just how classic you want it all to be. Im pretty sure that the first big brew-ha-ha about "zomg melee sucks this isnt classic!" was a good example of how fun it is to balance things out in the face of ppl delusional to what classic-EQ actually entailed in the first place. I'm not sure the devs/GMs are ready to tackle 20 new issues like that and still err on the side of the player base. So get off the dev's backs on this. Anyone who thinks what we are experiencing now is anything other than Beta version 2 is delusional. It's pretty amazing how far we've come from our handful of testers pre-launch to where we are 2 months down the line. It's not 100% classic, but pre-50 you sure can fool people. And that's pretty awesome in and of itself [You must be logged in to view images. Log in or Register.]. | |||
Last edited by Bubbles; 12-01-2009 at 10:49 AM..
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#27
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![]() Patch is pretty much done, just needs to go to live so I'll spill a bit of bean. Btw, thanks for keeping this thread on the up and up.
Cryosilk Robe - Originally planned to be 1 on the server and cease dropping & russet removed at that time as well. This wasn't just me, this was a consensus on the dev team. Since there's already 2 I'm leaving it open for a 3rd. After that you can wave good bye to them and Russet. Roamers - Aggro range doesn't work quite the same in fear as it used to. As such we were caught in a dilemma. We found a couple "holes" that weren't there on live & one "hole" that is supposed to be there was far easier to get to than intended. Both cases should be altered now slightly. Scarelings - We finally (thank god) figured out why they were porting themselves and not their targets. There is a field that does not show up in the spell editor (some of you may be familiar with the editor) and can only be found directly through the DB (spells_new). This is also what plagues damage shields as well as a few other spells. Golems/CT - About this all I can say is this: Fixing this script with 1 person is hell. Report any buggy activity and I'll see what I can do. But, if you whole raid gets DT'd at once, please take a screenshot so I can laugh. As part of security measures, there is limited external quest control, IE I can't make changes on the fly at the moment. So, if it's buggy, it will remain so till the next patch. One last thing to keep in mind. The golems are supposed to work a certain way. And we tried for weeks on end to mimic that behavior & succeeded in beta. That behavior, somehow, has changed the way it works on live & test now. So, be aware I have no freaking clue why that is. So, be wary.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#29
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![]() In the EQ Alpha, one of the devs was talking about the Allizewsaur. He stated that as a ship passed it took off in the direction of the ship for no reason and slaughtered everyone that was testing boats. Then roamed back to his island & resumed pathing.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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