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  #181  
Old 03-07-2017, 06:41 PM
EQBallzz EQBallzz is offline
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Quote:
Originally Posted by Lorglath84 [You must be logged in to view images. Log in or Register.]
Why are mobs not mem-bluring when they get back to their spawn point?
That's a good question. I hope that it's answered soon!
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  #182  
Old 03-08-2017, 02:06 AM
Sebastionleo Sebastionleo is offline
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Quote:
Originally Posted by Lorglath84 [You must be logged in to view images. Log in or Register.]
Why are mobs not mem-bluring when they get back to their spawn point?
Also sometimes even on a successful FD when you stay down you're getting faction hits.
  #183  
Old 03-12-2017, 08:49 AM
aligwilliams aligwilliams is offline
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now u leashed mobs can u unnerf wiz AE cap please? chardok mobs wouldnt chase now ?
  #184  
Old 04-09-2017, 09:51 AM
Yrzep Yrzep is offline
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Lightbulb Logging in + zoning...

Updates are great - how about we deal w/ all of the dropped connections when zoning and/or logging in at some point?

Thanks!
  #185  
Old 04-09-2017, 12:57 PM
Naethyn Naethyn is offline
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Leashing sucks. Stop nerfing the locked content that we will never see better challenges from. Things like plane of growth are a joke now. If you want to make things better just root Vyemm and make Vulak a ring event.
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  #186  
Old 04-24-2017, 11:17 AM
Dolalin Dolalin is offline
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So uh, when's the next patch guys? It's been like 2.5 months [You must be logged in to view images. Log in or Register.]
  #187  
Old 04-24-2017, 02:42 PM
Aviann Aviann is offline
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Quote:
Originally Posted by Naethyn [You must be logged in to view images. Log in or Register.]
Leashing sucks. Stop nerfing the locked content that we will never see better challenges from. Things like plane of growth are a joke now. If you want to make things better just root Vyemm and make Vulak a ring event.
Was reading some stuff last night and was wondering... Wasn't Vulak a ring event boss to begin with?
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  #188  
Old 04-28-2017, 01:10 AM
Ruinous Ruinous is offline
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Quote:
Originally Posted by Lazie [You must be logged in to view images. Log in or Register.]
They would not if you had the appropriate run speed to outdistance their chase range. You couldn't gain a speed advantage with strafe in classic either. You had to jump.
Your memory is wrong. I learned of strafe running in 1999. It is quite possible that you did not have luck doing it due to connection or graphical lag, maybe. Or you could just concede that your memory isn't quite as infallible as you thought.. [You must be logged in to view images. Log in or Register.]
  #189  
Old 05-01-2017, 12:09 AM
Darkatar Darkatar is offline
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Quote:
Originally Posted by Lazie [You must be logged in to view images. Log in or Register.]
They would not if you had the appropriate run speed to outdistance their chase range. You couldn't gain a speed advantage with strafe in classic either. You had to jump.
Straferunning works because of movement oversights in vector movement calculations (Euclidean vector)

Many old games (EQ included until [I think] the client update for POP or perhaps later) calculate movement using an euclidean vector, when most modern games either compensate for this by capping your max speed, or by using a more accurate formula to calculate your actual speed.

For example, EQ/Doom/Wolfenstein/Descent/many others calculated speed something like-

sqrt(a2+b2)=(s)peed

Where a is foward movement and b is sideways movement.
Lets assume a and b can be the same speed value (sideways is as fast as forwards)

Lets call base speed 100 or 100%
Lets calculate your strafe speed.

sqrt(100^2+100^2)=141.421356237 (sqrt[2]), lets truncate and call that 141%

Because of that oversight, you can gain an overall speed boost by using two of your movement directions at once.

But wait, we forgot jumping!

Jumping adds a third plane to use, so the calculation looks like

sqrt(100^2+100^2+100^2)=173.205080757 (sqrt[3]) Lets truncate again, and call that 173%

I'm not actually sure on the "speed" of the "up" portion of the jump, but the down portion definitely exceeds maximum standard speed, so for simplicity we will also assume jumping speed c=100.
It may be more, it may be less, but it's probably more, considering how fast you fall in this game.

So, as you can see
1 plane of movement used = 100%
2 plane of movement used = 141%
3 plane of movement used = 173%


There's a few ways to solve this issue, either by capping "actual" speed (you would fall in slow motion while straferunning if the Zplane had a capped speed), or by doing a more accurate (unclassic, more CPU intensive, probably hardcoded into the client) movement calculation.

Could cap speed on the server side but that would cause rubberbanding like a motherfucker.

(I understand the difference between speed and velocity but for simplicity/less confusion, I called it speed)

*Disclaimer-I'm tired and don't math gud, please fix anything I derped if you see it.
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  #190  
Old 05-10-2017, 08:20 PM
aaezil aaezil is offline
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Quote:
Originally Posted by klepto [You must be logged in to view images. Log in or Register.]
What is up with all this non classic agro code? Mobs should chase you indefinitely. WHAT ARE YOU DOING HAYNAR?!?!?
Lol p99 has never been and will never be classic true to era
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