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#51
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Actually, he's partially right. Depending on the last movement packet sent by the client regarding specific combat states (autoattack, personal faction, etc) you would sometimes do nothing when you become an NPC. There is a small chance of you sitting there doing nothing, however, if your client's position has deltas for movement prediction at the time of your character going linkdead - and the position of your client goes into a wall. You are considered an NPC at that point and as there are no pathing nodes available, you simply stand there. As you're stuck in collision hell, the server will send your last known position to clients around you.
Your client will actually appear normal when you next log in, as your deltas put you in a wall and the server and client both will disagree with this location. This was, for the longest time, something that actually happened up until the conversion from DX8 -> DX9 happened, at which point all client logic regarding position updates were rewritten, at which point collision was rewritten as well. Regarding pets, if something conned 'scowls' to you, you would auto-send in the pet on it. If you had line of sight to it. The best way to see the proper logic would've been on the now-defunct EQMac SOE server. Which, by the way, it happened as I described above. Something to look up is also rpg-exploiters, Yantis' (IGE's founder) old website for patching exploits that got leaked out to the public on the Wayback Machine. You'll find exploits there like plugging out and plugging back in your cable modem or hitting the pause button on it that existed in many models years ago. You could ghost through doors that were locked by holding forward and disconnecting your cable. When you logged back in, your client was in the wall on the other side of the door. This is because the EQ servers did not integrate collision for doors, only 'hardcoded' zone geometry objects. Movement prediction would put you into the next 'wall' you hit, so to speak. So to answer the question - yes, if the zone had pathing, you'd turn into an NPC. Functionality existed on the server for this, as seen through EQPlayer inheritance chain in the EQMac client.
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Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | ||
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Last edited by Secrets; 06-15-2016 at 01:52 AM..
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#52
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And another fun tidbit - you used to have 'infinite mana', and all your skills at that level at max... for an NPC. While you were linkdead. Which means your damage table was if an NPC was holding your weapon, and that also means you got skills like bash, kick, dual wield, double attack, etc, as if you were an NPC of that level.
Monk NPCs are arguably some of the strongest suckers in the game, and I had a friend that played a monk. A monk NPC-player quadding for 58 at level 15 with his fists was hilarious to see.
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Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | ||
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#53
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We shouldn't disregard or brush off someones claims of classic EverQuest based upon who the poster is. Even if they do come across as arrogant, egotistical, or just general trolling. We as a community should take these opportunities to double-check the facts, do further research, and at the very least try to understand where that person is coming from. We are all drawn here together for the same reason, to experience classic EverQuest. And if people feel like something doesn't meet their own definition of a classic experience that they expected then yes they should be starting discussions, seeking changes, etc. I don't care who or what changes are being proposed. If it's classic, then it's classic. Most of the replies in this thread completely skip over the fact that he's talking about only engaging with the pet and not his character. And with Secrets latest replies it is sounding possibly true.
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