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  #71  
Old 04-26-2012, 07:15 PM
Artah Artah is offline
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Quote:
Originally Posted by Zenlina [You must be logged in to view images. Log in or Register.]
If i remember correctly on live, they flee at snare speed, and when you snare them they almost stop speed. Lets see what happens over the next week if this is going to be corrected, /fingers cross
  #72  
Old 04-27-2012, 12:17 AM
RahlaeRuffian RahlaeRuffian is offline
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Hopefully Sunday's tend to be the day that things are patched on the regular. I can't bring myself to logging in again until we got some kind of fix on our hands.

The code has got to be pretty complex so I understand it takes a while to fix what went wrong with the last patch, so I'm trying to remain optimistic about how things turn out and I hope it is fixed sooner than later.
  #73  
Old 04-27-2012, 07:15 AM
Maze513 Maze513 is offline
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Have the devs even stated weather or not this is working as they intended, We might be holding out or something that will ever come
  #74  
Old 04-27-2012, 08:09 AM
Striiker Striiker is offline
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Yeah, making the flee speeds equal to live makes sense only if they adjust the mob's normal run speed equal to live and if the hit box issues have been fully addressed. To my knowledge this is not the case and so they really should be compensating for these issues to equal out the difficulty.
I know that the flee speed before the patch was too slow but now it is too fast. It's good to see that there is now a need for snaring classes in groups but as it now stands, things are way off.
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  #75  
Old 04-27-2012, 12:38 PM
bulbousaur bulbousaur is offline
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I've always wondered about snare here. I played a druid on live for years, and on there a snared mob would turn it's back and stand there when in flee mode.
  #76  
Old 04-27-2012, 02:40 PM
Messianic Messianic is offline
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This change was a huge gift. Stuff fleeing at 20% makes soloing a lot easier for melee since the mob doesn't fight you as long - I'm soloing a lot more efficiently on my mid-20s melee chars than prior to the change.

I don't see anything abnormal - the mobs initially (from like 20-10 percent) flee at basically normal speed, after 10% they slow some, but with snare they do stop dead in their tracks. Seems to me like the changes are spot on w/ live.
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  #77  
Old 04-27-2012, 03:02 PM
Artah Artah is offline
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Quote:
Originally Posted by Messianic [You must be logged in to view images. Log in or Register.]
This change was a huge gift. Stuff fleeing at 20% makes soloing a lot easier for melee since the mob doesn't fight you as long - I'm soloing a lot more efficiently on my mid-20s melee chars than prior to the change.

I don't see anything abnormal - the mobs initially (from like 20-10 percent) flee at basically normal speed, after 10% they slow some, but with snare they do stop dead in their tracks. Seems to me like the changes are spot on w/ live.
Please tell me what you are smoking so I can be sure to avoid it.
  #78  
Old 04-27-2012, 06:20 PM
dark void2100 dark void2100 is offline
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Quote:
Originally Posted by thedjnikki [You must be logged in to view images. Log in or Register.]
I just made a post about this under bugs. As a new player, I can no longer kill anything. I don't have SoW. Stuff just runs away, and I can't keep up with it, and when I got a SoW, it said i was too far away to hit the Desert Scarab, but I was right on top of it.

Also, being a new player, I don't have much STR, and I am encumbered a lot from picking up a lot of stuff to sell to vendors, which makes it even more difficult.

If it is true that creatures fled and ran away this fast on Live, I don't remember that.

However, just because "it was that way on Live", it does not make it the right way. EQ Live was a huge work in progress, it was the first game of it's kind, and a giant beta test for future MMORPG's. Nobody had done it before.

I like a good tough game to play, but being able to play it at all is important, especially for newbies like me.

Again, thank you for making this dream a reality Dev's!
Well, for better or wose, this server is classic and is going through all it's patches in progression, again, for better or worse.

It sucks, just like extreme exp loss but it's what we signed up for!
  #79  
Old 04-27-2012, 06:33 PM
Slave Slave is offline
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Quote:
Originally Posted by Messianic [You must be logged in to view images. Log in or Register.]
I don't see anything abnormal - the mobs initially (from like 20-10 percent) flee at basically normal speed, after 10% they slow some, but with snare they do stop dead in their tracks. Seems to me like the changes are spot on w/ live.
This was not normal behavior in live. Mobs who were running while snared had their movement speed reduced to 0%. See this thread: http://www.project1999.org/forums/sh...ad.php?t=72857

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Last edited by Slave; 04-27-2012 at 07:18 PM..
  #80  
Old 04-27-2012, 07:01 PM
Nuesnada Nuesnada is offline
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This discussion is also going on in bugs forums, every single thread peopel keep insisting "mobs are runnin super speed seleos etc etc etc ". its a matter of perception imho.

We all know mobs are faster on p1999 at normal speed than live.

pull mob and it look like a olympic sprinter now add sow to the mix mob look like they on super dose of speed.


only real thing that has changed is that mob are turning away sooner <not so brave as before> since mobs are faster at normal speed peopel PERCIEVE that mobs are running away faster. Technically these comments are tru since they are faster than priror to patch , but if you react quickly you can still chase after them and keep up with them.

In the dungeons i have done this mobs tend to move alon straight lines of hallwasy I understand in the open mobs are moving erraticly when running away at low health. I have expierenced this , and it does make it harder for pc to keep up when mobs are changing directions all willy nilly.

Here is my expierences in solesk eye which i post in bug forum

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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 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 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 me 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 <for this server > 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 07:10 PM.. Reason: cleaned up some sentences and grammer
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