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  #31  
Old 04-25-2012, 05:11 PM
Vohl Vohl is offline
Sarnak


Join Date: May 2011
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
So your disagreement is shaman mob x can sow himself in a dungeon. But he can't run by warrior mob y and sow him???

That is also wrong... They buff everyone they want to :/.
I'm honestly not sure about SoW being cast on other nearby mobs. Shaman mobs casting SoW on themselves indoors was classic, which made pulling painful at times. I don't recall if non-shaman mobs could keep up with a puller who was banging on the space bar like a monkey when running back to camp.

Keeping things general, my complaint is that melee class solo capability - what little there was in classic EQ - was obliterated by the last patch. The actual details as to why are not exactly clear, but it boils down to a PC being incapable of catching up with or luring back a fleeing mob the way that these classes were able to in classic.

Whether this is due to SoW, pathing, low HP run speed, the % HP at which a mob ran, or something else remains to be seen. My guess is that it's a combination of run speed and HP% total at which mobs run away (in other words, devs swung the pendulum too far with this patch). Classic EQ did have a number of "how to" articles including solo tactics 1-50. I'll be trying to track down and post about these articles in the hope that they lead to productive change on both servers.
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  #32  
Old 04-25-2012, 06:34 PM
Daldaen Daldaen is offline
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Join Date: Jun 2010
Location: Kedge Keep
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Quote:
Originally Posted by Vohl [You must be logged in to view images. Log in or Register.]
I'm honestly not sure about SoW being cast on other nearby mobs. Shaman mobs casting SoW on themselves indoors was classic, which made pulling painful at times. I don't recall if non-shaman mobs could keep up with a puller who was banging on the space bar like a monkey when running back to camp.

Keeping things general, my complaint is that melee class solo capability - what little there was in classic EQ - was obliterated by the last patch. The actual details as to why are not exactly clear, but it boils down to a PC being incapable of catching up with or luring back a fleeing mob the way that these classes were able to in classic.

Whether this is due to SoW, pathing, low HP run speed, the % HP at which a mob ran, or something else remains to be seen. My guess is that it's a combination of run speed and HP% total at which mobs run away (in other words, devs swung the pendulum too far with this patch). Classic EQ did have a number of "how to" articles including solo tactics 1-50. I'll be trying to track down and post about these articles in the hope that they lead to productive change on both servers.
Melee classes group
Caster classes solo

Its pretty simple IMO. Who has more DPS... A rogue / monk... or a wizard / necro in a group? Melee are the clear choice for sustaining DPS, and they generally get picked over casters for an open group slot.

That, in my eyes, is the trade-off. Soloing as a melee class isn't supposed to be easy, or even doable.

I honestly don't remember melee soloing much at all in classic. Partly because of internet being bad and such, and not everyone's monk having a fungi etc... but I think a big part of it was also this running thing.


The zones I've been in since patch haven't really had runners + I snared everything so I haven't seen the extent of it, but I definitely recall mobs in most dungeons running away quicklike causing some fun trains.
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  #33  
Old 04-26-2012, 12:13 AM
Vohl Vohl is offline
Sarnak


Join Date: May 2011
Posts: 381
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Soloing as a melee class isn't supposed to be easy, or even doable.
Melee classes do better by far in groups. Even so, melee classes were able to solo in classic EQ - class guides were even written about doing so. I did so.

With numbers between 40 and 100 on the server, depending on the hour, finding a group is hardly a given for anyone. Lack of solo capability is a game-killer for three classes.
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  #34  
Old 04-26-2012, 03:36 PM
Flashman Flashman is offline
Decaying Skeleton


Join Date: Apr 2012
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Current mob fleeing is not classic live behaviour. Orcs in crushbone run through walls now at sow speeds and this is not more challenging it is just silly.

I was in a group with shaman, rogue and monk and we couldn't XP. That is nonsense.
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  #35  
Old 04-26-2012, 04:16 PM
Asher Asher is offline
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Join Date: Aug 2010
Location: Tucson, AZ
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I sure don't remember the average mob running at just under jboot speed.

Asher
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  #36  
Old 04-26-2012, 09:30 PM
Nuesnada Nuesnada is offline
Aviak


Join Date: Sep 2011
Posts: 58
Default Live eq had similair problems

Was digging threw patches to find answer to another question and discovered this


September 28, 2000 7:00 am
------------------------------

*Fleeing NPCs*

Last week's patch caused NPCs to flee more than before due to a bug
that was fixed. After evaluating the situation, we decided to reduce
the chance to flee, but not to the extent that it was reduced before.
NPCs were previously much more "brave" than they should have been.

As part of the same change, charmed NPCs also began fleeing when low on
health. We've determined that this is not a good situation for the
players. As such, we have stopped charmed creatures from fleeing per
player request.

-------------------------------------------------------

intentional or not p1999 devs have run into similair problem as live.

I have to ask since i didnt join p1999 until about 4 to 6 months ago where the mob speed at release of server set higher or did some events on this server necesitate devs increasing mob runspeed ??


Finaly I do believe that mobs running away sooner than what they where prior to last patch is good, as that is how it was supposed to be on live.

Nuesnada

PS Run speed post patch can be just a matter or perception. All the players that have been playing on this server prior to this patch got use to the way mob behaved on this server at low health .
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  #37  
Old 04-26-2012, 10:22 PM
Asher Asher is offline
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Join Date: Aug 2010
Location: Tucson, AZ
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Quote:
Originally Posted by Nuesnada [You must be logged in to view images. Log in or Register.]
PS Run speed post patch can be just a matter or perception. All the players that have been playing on this server prior to this patch got use to the way mob behaved on this server at low health .
Ask any wizard who has quaded on live and here if mobs run the same speed here.

Asher
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  #38  
Old 04-26-2012, 11:34 PM
Nuesnada Nuesnada is offline
Aviak


Join Date: Sep 2011
Posts: 58
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I understand mobs run faster here but was it always like this from p1999 inception ??

I played a druid and so understand quading and did it on live , mob diffinitly moving faster< directed at standard mob movent at full health> here than on live.

perception commment was directed towards mobs turning and running earlier. Prior to patch they would turn around walk slowly away. post patch they are running. Is the increased speed perception of person used to mob walking away ?? or is it standard speed who knows only the devs do since they set the run speeed of mobs and we as players do not know the mechanics involved in different run speeds through out a mobs health.



Thanks for listening
Last edited by Nuesnada; 04-26-2012 at 11:45 PM..
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  #39  
Old 04-27-2012, 01:00 AM
Vohl Vohl is offline
Sarnak


Join Date: May 2011
Posts: 381
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Mobs run when they leave - same crazy speed they have when pulled. It takes SoW to catch them, and if they have SoW, you haven't a chance.
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  #40  
Old 04-27-2012, 01:25 AM
Nuesnada Nuesnada is offline
Aviak


Join Date: Sep 2011
Posts: 58
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you dont need sow on unsowed mobs, at least not in solesk eye. clearing mobs for hq ore. i forget a couple times to snare mob and it runs as they all green to me , i was able to catch upto them if i reacted quickly and follow them. if i tried to stop and cast snare they would be out of range to fast. When i reacted quickly and the mob was not snared if i stayed in back and hit them they would drop to slower speed at about 15 to 11 percent. it was easy then to just whack them down .

if the gobos where sowed then if i forgot to snare them they would easily out run and i would have to wait for them to come back < no train as i didnt sit down>


for record my perception mobs are running at normal speed on being engaged <same speed i percieved prior to patch> . Only time i see any difference in run speed is when mobs are Sowed they move like the squirle from hoodwinked on cocain.

Thanks for listening
Last edited by Nuesnada; 04-27-2012 at 07:13 PM.. Reason: cleaned up sentences and grammer
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