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  #51  
Old 10-29-2013, 09:00 PM
Dullah Dullah is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
Thanks for that update from 2004...

Back in 1999-2001 when EQ was actually a fun game to play, it didn't work that way.
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  #52  
Old 10-29-2013, 09:05 PM
SamwiseRed SamwiseRed is offline
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holy shit, variance a terrible idea. at least with the current system you KNOW when the mobs is gonna spawn. ya you may be outzerged or whatnot but its still better than having to have a tracker and everyone on standby. fuck that.
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  #53  
Old 10-29-2013, 10:01 PM
Lionfish Roundup Lionfish Roundup is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Won't make it on the dev priority list, because there's nothing to code on that front as of last patch.

The server administrators (Nilbog/Rogean) can flip variance on or off on the PvP servers if they decided to without a patch.

They've decided not to, so it falls into the same category as duck casting.
duck casting isn't keeping people from playing here like variance is

this is the single most important factor of reds failure, and exactly why they wont put it in because nihilum does not want it

because it will crush them and make red99 fun
  #54  
Old 10-29-2013, 10:10 PM
Lowlife Lowlife is offline
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simulated patchdays.
  #55  
Old 10-29-2013, 10:12 PM
Dullah Dullah is offline
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Originally Posted by Lionfish Roundup [You must be logged in to view images. Log in or Register.]
duck casting isn't keeping people from playing here like variance is

this is the single most important factor of reds failure, and exactly why they wont put it in because nihilum does not want it

because it will crush them and make red99 fun
Variance was a solution for servers lacking the mechanics to truly compete, ie. pvp.

Take your blue philosophies back to wow and ff14 nerd.
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  #56  
Old 10-29-2013, 10:30 PM
Zalaerian Zalaerian is offline
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Quote:
Originally Posted by Dullah [You must be logged in to view images. Log in or Register.]
Variance was a solution for servers lacking the mechanics to truly compete, ie. pvp.

Take your blue philosophies back to wow and ff14 nerd.
WoW more red than Red99
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  #57  
Old 10-29-2013, 11:47 PM
Dullah Dullah is offline
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Ya, a game where progression is completely uncontested and can be completed by anyone of any level of dedication is much more challenging and "red" than an EQ pvp server.

huuurrrrrr
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  #58  
Old 10-30-2013, 12:13 AM
runlvlzero runlvlzero is offline
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Quote:
Originally Posted by Dullah [You must be logged in to view images. Log in or Register.]
Ya, a game where progression is completely uncontested and can be completed by anyone of any level of dedication is much more challenging and "red" than an EQ pvp server.

huuurrrrrr
wow is an arena game with instances and pay2win
  #59  
Old 10-30-2013, 02:52 AM
Technique Technique is offline
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Quote:
Originally Posted by Dullah [You must be logged in to view images. Log in or Register.]
Thanks for that update from 2004...

Back in 1999-2001 when EQ was actually a fun game to play, it didn't work that way.
The note was indicating a change to a previously existing value. Given that there's no mention of adding a "chance to land" in the patch notes from the intervening years and also changes in this patch being made to long-standing "bugs" such as:
Quote:
Zoning with low health will no longer set your hit points equal to the amount of +HP gear you are wearing.
I think it's safe to say that it had worked this way for a long time already.

But we should probably just defer to your baseless assumptions and time-clouded anecdotes, huh.
  #60  
Old 10-30-2013, 03:31 AM
Dullah Dullah is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
I think it's safe to say that it had worked this way for a long time already.

But we should probably just defer to your baseless assumptions and time-clouded anecdotes, huh.
Your opinion is a blind assumption on how things worked during classic EQ (99-01) based on a patch note from almost 3 years afterward. Nothing about that patch note lends to the belief that spells had a fix chance to land for a long duration of time prior to the patch note. For all we know, it had been set to 2% in the previous patch.

As someone with extensive experience during this era (and this era alone), I consider the fact that I resisted impairment spells 100% of the time with less than 100 MR evidence that the 2% rule did not exist at the time. My opinion has been further collaborated for years on these forums with other players from that era.

Assume harder.
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