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  #21  
Old 07-01-2012, 11:56 AM
Brimacombe Brimacombe is offline
Kobold

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Quote:
Originally Posted by Danyelle [You must be logged in to view images. Log in or Register.]
The real question here is, who in this thread can provide evidence that what they are claiming is actually how it happened, or still happens, and how many are basing it off of memories from 13 years ago that could be falsified by time?

I play Live's Test server, the mobs here are indeed a little faster, but not near as much as everyone makes them out to be. Especially if the mob happens to be SoW'd. Fleeing/snared or not. And I can provide FRAPs evidence of this if need be. As for the "modern versus Classic" debate... I checked and did see a single patch note, from 1999 to 2012, that indicates mob flee speed, sow speed, snare speed, or any other form of runspeed, was universally changed. Logic dictates that it was the same way back then as it is now. EQMac would also be a good judge.

Until people can provide some sort of solid evidence stating otherwise. They won't change a thing. You can make all the posts/threads and complaints about "this is how I remember it" that you want.
I quadded spirocs in TD for about 5 days. I saw nothing out of the ordinary. Some mobs have faster runspeed than others. I don't enjoy this fact, but that does not mean I can use the "Classic" card to get it changed.
The plural of anecdote is not "Data".

-Brimacombe.
  #22  
Old 07-01-2012, 12:18 PM
Vladesch Vladesch is offline
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Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
Say you pull a mob and it runs at you at 100% speed. Then you fight the mob for a while, and at about 20% health it turns and runs away at 100% speed again. This was how it worked?
That used to happen with green cons because they fled earlier.
Not sure about light blue, but dark blue didn't flee until their health slowed their movement.

Also an dark blue used to flee sufficiently slowly that *ensnare* would stop them completely, every time.
(So my druid who got the job as snarer in dungeons recalls)
  #23  
Old 07-01-2012, 02:02 PM
Brimacombe Brimacombe is offline
Kobold

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With all due respect. We all agree that Live is a mess. It is just this activity that caused that. The administration started buckling to the population's demand for an easier and easier everquest. When the going gets tough, the tough get going.

-Brimacombe
  #24  
Old 07-02-2012, 03:52 AM
Vladesch Vladesch is offline
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What, because the mobs are running earlier/faster than on live "we just want it easy"?
Smells like troll to me.

(Actually I saw a lot of mobs run on low health today and I didn't see any problems with running too early/fast)
  #25  
Old 07-02-2012, 04:34 AM
Spitty Spitty is offline
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Gonna risk the possibility a dev will see this post and laugh, but I think there's been an adjustment since the initial runspeed patch and the server as it exists now. Upon patch, it seemed ridiculous - but now, it just seems challenging, which I'm on board with.
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