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#1
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Experience Death Penalty should be doubled on Green until [June 1999] era
I originally found this list from Brad himself listing all changes made to the game up until sometime in December 1999, one piece that particularly stood out to me that I remember from live was the original death penalty being higher:
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I was second guessing myself wondering if this was just a change from beta to live, but this thread clearly states that this was a change that went live after beta and the live servers had launched. May 27, 1999: Quote:
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5/25/99: Quote:
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Thank god! 50% exp loss cutdown on dying: Quote:
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If anyone finds the actual patch message I'd love to read it over as it can help cut through some of the noise from fact or fiction on the other changes. But one thing seems for certain: EXP death penalty should double until [June 1999] era on green. I say June since it was end of May it went live, not sure how specific you have changes coded in. | |||||||||||
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#2
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue server, you can improve the wiki to earn a "welcome package" of up to 2k+ platinum! Message me for details. | ||
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#3
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Green is going to be serious hard mode EQ. Love it.
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#4
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Careful, we might scare off 'casual' gamers. Haha
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I see your Rusty Longsword is as big as mine! | ||
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#5
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I'm gonna come out as a newb here, but what does it mean when NPCs frenzy?
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#6
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This link explains Frenzy, JimJam.
https://groups.google.com/forum/#!se...4/Sa51Q6xZ5aQJ Read that thread to the end and you'll see why oasis crocs con scowling but don't attack: it's a fossilized exception to the aggro/frenzy change they're talking about. Here's a shortcut to the post from Brad if you're lazy. https://groups.google.com/d/msg/alt....4/CzF4sU5uw20J | ||
Last edited by Dolalin; 10-03-2019 at 08:40 AM..
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#7
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I don't think the oasis crocs attacked prior to frenzy, they always had that 'con scowling, but don't attack', but after this patch they started aggroing (which was a bug that was fixed via emergency patch).
Here was his explanation of the frenzy code, I guess I would interpret this as a chance for some high level NPCs to treat players with 'undead agro' (agro anyone) and also assist mobs of the same type even if they are normally passive. Quote:
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#8
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good find, the harder the better
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#9
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Ya the frenzy thing, I remember npcs randomly taking a few seconds to notice and attack, other times instantly
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#10
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This is wonderful.
Everquest isn't hard enough anymore. I'm not being sarcastic. | ||
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