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Colgate
10-08-2013, 03:19 AM
?

runlvlzero
10-08-2013, 03:21 AM
No, go to bed.

SamwiseRed
10-08-2013, 03:30 AM
from what i gathered in ooc

velious

teams 99

wow pre battle grounds

rogean does alot.

cyryllis
10-08-2013, 03:35 AM
wooot they fixed bearskin potion bag

Feniggles
10-08-2013, 03:36 AM
glad i used my trak tooth, sorry bud

Agatha
10-08-2013, 03:36 AM
uhg uhg uhg, im fucking, unnnnnnnnnnnnnnnnnnnn.

SamwiseRed
10-08-2013, 03:37 AM
New files pending

Please welcome our newest Code developer Alecta. Alecta's current focus will be working on improvements to PvP.

Code
Alecta: Added an initial LOS check to bolt spells if a target is selected.
Alecta: After November 2000 in the server timeline, pets will have their weapons proc as if they were players.
Alecta: After NPCs have gated or been gated (via Highsun), they will not forget their guard spot.
Alecta: Lifetaps will now heal for the actual damage done, after being mitigated by any runes.
Alecta: Attacks on sitting defenders will now hit for your normal maximum hit instead of the theoretical maximum for your damage table.
Alecta: Insta-poofing should be a little harder. If you still notice anyone disappearing more quickly than they should, please put a petition in with details.
Alecta: [PvP] In PvP, Guards will be more assertive, will notice more detrimental spells, and are more likely to overlook aggression by their friends. Faction up.
Alecta: [PvP] Players can now water dance / hop to avoid getting hit by detrimental spells in PvP.
Alecta: [PvP] OOR dispelling has once again been disabled.
Alecta: [PvP] Spells with a dispel component are now resistible on PvP servers (Highsun, Lava Breath, Frost Breath, etc). Pure dispels (Cancel Magic, Taper Enchantment, Alenia's) continue to be unresistible.
Alecta: [PvP] Lifetap over time spells will now properly display on the target's buff bar.
Alecta: [PvP] Mitigation disciplines will now reduce incoming PvE and PvP damage.
Alecta: [PvP] Mesmerization spells will bypass the level checks when used in PvP. Players will continue to not be mesmerized by their own AoEs if they are above the level cap until we further refine the resist system.
Alecta: [PvP] Damage shields no longer do reduced damage in PvP.
Alecta: [PvP] Level 50+ rangers will now get the same bonus against non-moving, non-rooted players as they do against NPCs.
Alecta: [PvP] A maximum stun duration has been added. The values on this will be revisited in the upcoming resist tuning process.
Alecta: [PvP] Pet cast spells will now get the same resist modifications as player cast spells.
Alecta: [PvP] Rogue blinds will now last a quarter of their PvE duration, but will have their partials skewed higher.
Alecta: [PvP] Lifetaps can heal for the full amount in PvP, but currently do not. This feature will be enabled if anyone can find decent references for it.
Alecta: [PvP] The maximum resist chance is now configurable without a patch and has been set to 98%, up from 95%.
Alecta: [PvP] Linkdead players who are engaged in PvP combat will no longer poof after 30 seconds.
Alecta: [PvP] You can now see your victim's gear when looting their money.
Alecta: [PvP] A number of spells have been made unresistible, such as Rapture, the Winged Death line, the Lifetap line, and Splurt.
Alecta: [PvP] Root spells now have linear resist functions, and have been broken into 3 tiers with 98% resist caps at 60mr, 90mr, and 125mr.
Content
Nilbog: Corrected an issue with the missing combine button on Bearskin Potion Bag.
Nilbog: Corrected an issue with an extended zoneline near Karnor's Castle allowing zoning beyond the walls.
Nilbog: Eye of Tallon is no longer allowed in Plane of Sky.
Nilbog: undead knight of unrest has more varied placeholders.
Nilbog: Crusaders Swype and Deezin have proper pathing, and pets.
Nilbog: Fixed a zone heading issue from Lake of Ill Omen to Warsliks Wood.
Nilbog: Regent Symbol of Innoruuk's stats classicized.
Nilbog: Initiate Symbol of Tunare's effect classicized.
Nilbog: Added missing skeletons in the abandoned necromancer hut of Toxxulia.
Nilbog: Enchanting for cultural armor requires classic reagents: Enchant Mithril - Blue Diamond, Enchant Adamantite - Blue Diamond, Enchant Steel - Jacinth, Enchant Brellium - Jacinth
Nilbog: Aviaks in South Karana drop consistently better loot for their level.
Nilbog: Honey Mush Bread is no longer available at vendors. 'Catfish Croak Sandwich' quest no longer completable.
Nilbog: Niclaus Ressinn->Priestess Jahnda bone quest now works correctly.
Nilbog: 'Peacekeeper Staff' quest now works correctly.
Nilbog: The previously implemented FTE shout distance has been increased from proximity to zonewide for outdoor dragons: Talendor, Gorenaire, Severilous, and Faydedar.
Nilbog: Bandit type npcs around the Karanas have all been updated with proper spawn %s and loot drops.
Nilbog: Larkin Tolman no longer spawns.
Nilbog: Aviak spawns in South Karana are far more varied. Previously, multiple spawn locations would always produce the same level and type.
Nilbog: Skyfire succor point has been changed.
Nilbog: Jumjum tunic has incorrect class combinations removed.
Nilbog: Spear of Fate cannot be clicked until level 50.
Nilbog: Henina Miller's wares updated.
Nilbog: Glacier yeti spawn time increased, coin drop increased.
Nilbog: Harmony may no longer be cast in Veeshan's Peak.
Nilbog: Consolidated many newbie loot tables for better percentage drops.
Nilbog: rabid brute now drops brute hides.
Nilbog: 'Mining Caps' quest rewards the correct femur.
Nilbog: Catmen of Kerra Ridge no longer discuss orcs and slavery.
Nilbog: Killing Shmendrik Lavawalker spawns a spirit of flame. (Fixed from last patch)
Nilbog: Natasha Whitewater now spawns in the nearby cabin instead of directly on top of Shmendrik.
Nilbog: Young pumas of East Commonlands have been replaced by adult pumas
Nilbog: Asps now spawn in the desert area of East Commonlands.
Nilbog: Desert Tarantulas are more common in North Ro.
Nilbog: Wandering undead may rarely be encountered in the East Commons desert strip.
Nilbog: Venril Sathir is now a warrior class.
Nilbog: Cros Treewind has been killed by the Defiled Grizzly. The grizzly may rarely been found roaming Qeynos Hills until Velious is released.
Nilbog: The clicky effect of Shrunken Goblin Skull Earring may not be used until level 15.
Nilbog: Varsoon the Undying(s) will depop after 10 minutes of not being engaged.
Nilbog: Many guards will now green aggro which previously did not.
Nilbog: The following items are no longer stackable : Animal Template, Barbarian Template, Gnoll Template, Troll Template, Holgresh Fur, Ceramic Linings, Muffin Tin
Nilbog: Brother Qwinn's Needle of the Void quest is now multiquestable.
Nilbog: Returned the broken door of the condemned building in East Freeport. It blocks access from the street, requiring you to travel through the secret passage above, or the sewers.
Nilbog: Blacksmithing: Several trivials have increased. Electrum/Gold/Platinum Ornate Chain is no longer craftable. Existing Ornate Chain pieces have been changed to their non-metal enhanced versions. More information here: http://www.project1999.org/forums/sh...d.php?t=122179
Nilbog: The previous changes to Tracking have been reversed until a better solution is found.
Nilbog: 'Trooper Scale' armor quests are now multiquestable. The quest for Trooper Scale Gauntlets no longer returns two bracers; you may complete the quest more than once.
Nilbog: 'Aegis of Life' quest is now multiquestable.
Nilbog: 'Dreadscale' armor quests are now multiquestable.
Sundawg: Removed faction hits for the Tesch Mas Gnolls in South Karana
Sundawg: Bandits and Brigands throughout Antonica, jealous of the profits in poaching their brethren were making in West Karana, have taken up the practice themselves.
Sundawg: Cleaned up the factions and faction hits in the vicinity of Beholders Maze to better replicate the situation in our pre-revamped Runnyeye Citadel era.
Sundawg: The Deepwater Knights will be more trusting of new Paladins of Prexus with beginning quests.
Alecta: Some client side stacking issues have been resolved (malo line + fire resist, torpor + slow lines)
Alecta: Some spells have had their cast times, damage, and mana usage adjusted.
[PvP Only] Item clicks which may no longer be used against players
Al`Kabor's Cap of Binding
Blazing Wand
Death Scarab Gland
Drake-Hide Amice
Earring of Displacement
Ivandyr's Hoop
Raiment of Thunder
Rain Caller
Red Wood Wand
Rod of Drones
Rod of Malisement
Scepter of the Forlorn
Trakanon's Tooth
Wand of Conflagration
Wand of Darkness
Wand of Ice
Wand of Mana Tapping
Wand of Souls
Wand of Swords
Wooly Spider Silk Net
[PvP Only] Items have cast times added
Circle of Stones - 3 seconds
Golem Metal Wand - 4 seconds
Leatherfoot Raider Skullcap - 3 seconds
Lizard Blood Potion - 3 seconds
Vial of Swirling Smoke - 3 seconds
Prayers of Life - 2 seconds
Bladestopper - 2.5 seconds
Shiny Brass Idol - 1 second
Iron Scroll of War - 3 seconds
[PvP Only] The following items may only be clicked by the appropriate class
SoulFire may only be clicked by paladins.
Reaper of the Dead may only be clicked by shadow knights.

Bidin
10-08-2013, 03:41 AM
Such a good patch.

Agatha
10-08-2013, 03:42 AM
Sundawg: Removed faction hits for the Tesch Mas Gnolls in South Karana
Sundawg: Bandits and Brigands throughout Antonica, jealous of the profits in poaching their brethren were making in West Karana, have taken up the practice themselves.
Sundawg: Cleaned up the factions and faction hits in the vicinity of Beholders Maze to better replicate the situation in our pre-revamped Runnyeye Citadel era.
Sundawg: The Deepwater Knights will be more trusting of new Paladins of Prexus with beginning quests.


good thing sundawg is on dev team.

Bidin
10-08-2013, 03:45 AM
Thats exactly what I was thinking Agatha. Good contribution Arzak.

Rogean
10-08-2013, 03:46 AM
I had someone named Agatha against me in swtor 4v4 ranked the other day. Shit all over him.

SamwiseRed
10-08-2013, 03:47 AM
dere world pvp yet in starwars? SWG was so fun before they fucked it all up.

Feniggles
10-08-2013, 03:48 AM
swirling smoke needs to go back to instant though.

Colgate
10-08-2013, 03:49 AM
glad i used my trak tooth, sorry bud

:(

Smedy
10-08-2013, 03:49 AM
Holyshitballs, Alecta may just have saved the red99 server, mad props to that man

Great patch log, bad news for me with waterdance as a wizard but it's classic and there was nothing i hated more then a ranger waterdancing my bolts on live while popping up inbetween to shoot arrows at me

Keep doing it BIG

SamwiseRed
10-08-2013, 03:49 AM
glad my clicky didnt get nerfed
http://www.reactiongifs.com/wp-content/uploads/2013/06/fart-in-elevator.gif

Agatha
10-08-2013, 03:52 AM
I had someone named Agatha against me in swtor 4v4 ranked the other day. Shit all over him.

meh, win some lose some.

SamwiseRed
10-08-2013, 03:54 AM
http://i491.photobucket.com/albums/rr278/Satanicpony/herman_cain_smile.gif

Colgate
10-08-2013, 03:54 AM
swtor

lol

Humerox
10-08-2013, 03:57 AM
Holyshitballs, Alecta may just have saved the red99 server, mad props to that man

so much awesomeness I don't even know where to start

Thank you!

Tune
10-08-2013, 03:59 AM
[Mon Oct 07 22:02:09 2013] Lite says out of character, 'Trakanon's Tooth saving my precious'

NotKringe
10-08-2013, 04:01 AM
Holyshitballs, Alecta may just have saved the red99 server, mad props to that man

Great patch log, bad news for me with waterdance as a wizard but it's classic and there was nothing i hated more then a ranger waterdancing my bolts on live while popping up inbetween to shoot arrows at me

Keep doing it BIG

Yea wow, think we will make a return ourselves now with our little crew.

SamwiseRed
10-08-2013, 04:02 AM
box stock on the rise, now is a good time to buy.

Retti_
10-08-2013, 04:03 AM
[Mon Oct 07 22:02:09 2013] Lite says out of character, 'Trakanon's Tooth saving my precious'

Patch Notes: Tuesday, October 8th, 2013

[PvP Only] Item clicks which may no longer be used against players

Trakanon's Tooth

Silent
10-08-2013, 04:18 AM
So quote one person with a trak tooth, after you guys blow them on a daily basis on people for the last few months? and feniggles just added he toothed colgate. What does this quote hope to achieve? All I see is mad.

vinnidel
10-08-2013, 04:19 AM
I find it pretty interesting that Tune/Jizzar just burnt through 10s of Soulfires and Trak Teeth/9000 golem wands within the 24 hours previous to this patch--regardless of the mass pvp that was likely on the horizon. One might be tempted to guess that they had insider information about patch details/dates. Naw, prolly just coincidence.

Colgate
10-08-2013, 04:19 AM
i got trak toothed twice in the past 2 days

:(

Agatha
10-08-2013, 04:23 AM
I find it pretty interesting that Tune/Jizzar just burnt through 10s of Soulfires and Trak Teeth/9000 golem wands within the 24 hours previous to this patch--regardless of the mass pvp that was likely on the horizon. One might be tempted to guess that they had insider information about patch details/dates. Naw, prolly just coincidence.

to fair they have been blowing thru them like cray for past 3 weeks, but past 24 hours. cray cray.

Bidin
10-08-2013, 04:30 AM
So quote one person with a trak tooth, after you guys blow them on a daily basis on people for the last few months? and feniggles just added he toothed colgate. What does this quote hope to achieve? All I see is mad.

Very observant I see.

Rogean
10-08-2013, 04:31 AM
My dad can click his trak tooth faster than your dad can.

Smedy
10-08-2013, 04:45 AM
i got trak toothed twice in the past 2 days

:(

dat inside info bro, wears you dry

Greegon
10-08-2013, 08:04 AM
swirling smoke needs to go back to instant though.

for 1k plat honestly yes it does

Greegon
10-08-2013, 08:07 AM
My dad can click his trak tooth faster than your dad can.

http://25.media.tumblr.com/9072045824d83c9b474eeabae948fde0/tumblr_mt7z97zJYo1rqfhi2o1_250.gif

Smedy
10-08-2013, 08:27 AM
swirling smoke needs to go back to instant though.

is this ***** for real? why the fuck is instant gate something you WANT to be available on a PVP server

if troll it's a rather good one cuz i'm mad as fuck right now

Smedy
10-08-2013, 08:28 AM
for 1k plat honestly yes it does

fuck off bluebie, go to blue if you wanna gate in pvp dog, that shits lame as fuck

Andis
10-08-2013, 10:33 AM
WAIT

there are no changes regarding Druid track or rog hide sneak?!

pls address this asap

Greegon
10-08-2013, 11:09 AM
fuck off bluebie, go to blue if you wanna gate in pvp dog, that shits lame as fuck

only cuz has shadowstep ^^^

Alecta
10-08-2013, 11:24 AM
WAIT

there are no changes regarding Druid track or rog hide sneak?!

pls address this asap

The previous track changes (that ended up being pretty severe nerfs) were reverted by Nilbog.

Andis
10-08-2013, 11:28 AM
thanks the lord

prais

Stinkum
10-08-2013, 11:53 AM
This is exactly the amazing patch that was needed for Red99, and pretty damn good on the PvE side of things too.

Alecta: [PvP] You can now see your victim's gear when looting their money.

http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1354/40/1354405211871.jpg

Alecta
10-08-2013, 12:01 PM
Alecta: [PvP] You can now see your victim's gear when looting their money.
http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1354/40/1354405211871.jpg

It's funny - I expected to be burned at the stake for that one, like Voidd was on VZTZ for making large races eat food faster than smaller races.

Instead, I get at least 2 people singling that change out for pras.

Can't figure you people out, heh. ;)

Dullah
10-08-2013, 12:21 PM
http://i.imgur.com/4UpA1ji.png

karsten
10-08-2013, 12:27 PM
you're a retard

Sektor
10-08-2013, 02:11 PM
you're a retard

I detect some anger in this post.

Feniggles
10-08-2013, 02:25 PM
love monty python

Retti_
10-08-2013, 02:29 PM
Feels good

Real good

Mingo
10-08-2013, 02:54 PM
http://i.imgur.com/4UpA1ji.png

Jubei Azrael Wawaka Nihilum 3 The Burning Wood 10/8/2013 2:38:46 PM
Maximilien Azrael Checkraise Nihilum 3 The Burning Wood 10/8/2013 2:37:33 PM
Maximilien Azrael Qazzaz Nihilum 2 The Burning Wood 10/8/2013 2:37:08 PM
Spectre Nihilum Bangan Azrael 3 Skyfire Mountains 10/8/2013 2:35:18 PM
Wanyo Azrael Chuckdusky Nihilum 3 Skyfire Mountains 10/8/2013 2:34:54 PM
Maximilien Azrael Zkeleto Nihilum 3 Skyfire Mountains 10/8/2013 2:34:54 PM
Colgate Dentists Samuell Nihilum 2 Skyfire Mountains 10/8/2013 2:34:27 PM
Elderan Nihilum Charls Azrael 2 Skyfire Mountains 10/8/2013 2:34:21 PM
Topdog Azrael Feniggles Nihilum 3 Skyfire Mountains 10/8/2013 2:34:01 PM
Thakisis Azrael Saphira Nihilum 3 Trakanon's Teeth 10/8/2013 1:23:51 PM
Ragingclues Azrael Feniggles Nihilum 3 Old Sebilis 10/8/2013 1:15:46 PM
Terri Azrael Skorge Nihilum 3 Old Sebilis 10/8/2013 1:15:18 PM

heartbrand
10-08-2013, 02:57 PM
Crashed immediately upon zoning into sky fire at full health and died no joke 6 minutes later. Oh well. Thx cwall for Qdoba tip the BBQ is good.

Andis
10-08-2013, 03:01 PM
ALECTA

I saw the patch notes for druid track

but nothing for Rog hide and sneak..................

Alecta
10-08-2013, 03:03 PM
That's because there were no changes to rogue hide and sneak!

(Don't kill me, that's PvE and not my area).

nilbog
10-08-2013, 03:04 PM
but nothing for Rog hide and sneak..................

What is wrong with it?

Andis
10-08-2013, 03:05 PM
That's because there were no changes to rogue hide and sneak!

(Don't kill me, that's PvE and not my area).

um it should be fixed! pls relay the information to the proper authorities

having same see invis mobs, being able to see rog hide and sneak, is just plain ridiculous.

PLS FIX ASAP

heartbrand
10-08-2013, 03:06 PM
That's 100% classic. The way it worked before where all rogues effectively had shroud of stealth was not classic.

Andis
10-08-2013, 03:06 PM
We cant even get passed the very first mobs, if they see invis in seb

should not be working like it is.

heartbrand
10-08-2013, 03:07 PM
Again, 100% classic

Andis
10-08-2013, 03:10 PM
it is def not 100% classic

a rog not being able to hide sneak through sebilis is not right

its not invis, its hide sneak

Mingo
10-08-2013, 03:12 PM
there are a lot of non-classic functionality adjustments on this box. rogues having no advantage in kunark dungeons via their class stealth abilities is a pretty huge knock on rogue mercenary assassinations. rogues don't have a lot of advantages and arguably stealth is their department and it's feasible this would be adjusted to assist the class.

Andis
10-08-2013, 03:12 PM
there are a lot of non-classic functionality adjustments on this box. rogues having no advantage in kunark dungeons via their class stealth abilities is a pretty huge knock on rogue mercenary assassinations. rogues don't have a lot of advantages and arguably stealth is their department and it's feasible this would be adjusted to assist the class.

ty, someone with sense

fix pls

Mingo
10-08-2013, 03:13 PM
Eoghan is lord of Guk, where the frogs cannot see invis.

/pras.

SamwiseRed
10-08-2013, 03:14 PM
if rogues cant hide sneak around the hole then its definitely not classic

can anyone confirm/deny

Mingo
10-08-2013, 03:16 PM
they cannot hide/sneak around the hole with impunity. some mobs see invis. basically the way it works now is this:

two types of invis, Invis and Invis to Undead. Rogue hide/sneak works as both. Any creature that can see through Invis to Undead (living) or Invisibility (see invis mobs, or mobs with see invis spell effect) can see through rogue hide/sneak.

Anyone zone with Shaman or Wizards in it basically has see invis mobs rogues cant get past:

Hole.
Charasis.
Sebilis.
Dalnir.
Chardok.
Solusek B
Solusek A
etc, etc, etc.

Guk is a safe haven tho!

Mingo
10-08-2013, 03:18 PM
Edit:

Some rogues can get past these mobs, IE: modem switch, window drag, macroquest, ghosting...

ask Dullah for more detail on that tho.....

heh heh heh

Andis
10-08-2013, 03:23 PM
and its silly how long this has gone on for.

Andis
10-08-2013, 03:24 PM
ALECTA

make it stop, for the love of god.

Stinkum
10-08-2013, 03:51 PM
Guk is a safe haven tho!

Guk had some mobs that see through Rogue hide/sneak I thought? Assassin comes to mind.

Retti_
10-08-2013, 03:57 PM
A melee that can invis himself while moving is not an advantage? Ur silly.

Smedy
10-08-2013, 04:27 PM
only thing thats worthless is you gyno , ahh shiiieeeeeeeeeeeeeeeet

Rogean
10-08-2013, 04:27 PM
Sebilis mobs could definitely see through hide/sneak in classic. Was like this until SoS AA.

Retti_
10-08-2013, 04:29 PM
Rogean rogue sneak hide should be invisible to PC's with see invis.

They should be STEALTH ASSASSASSSNINS

heartbrand
10-08-2013, 04:30 PM
Sebilis mobs could definitely see through hide/sneak in classic. Was like this until SoS AA.

Retti_
10-08-2013, 04:38 PM
Putting see invis on every mob I c working as intended

http://static.ylilauta.org/files/9s/orig/136572518272934.gif/Antonio-Banderas-computer-you-got-me-yospos-reaction-13677939419.gif[/img[img]https://static.ylilauta.org/files/9s/orig/136572518272934.gif/Antonio-Banderas-computer-you-got-me-yospos-reaction-13677939419.gif

Smedy
10-08-2013, 04:43 PM
u dont mean that. pls take it back.

http://i.imgur.com/46KRdGa.gif

runlvlzero
10-08-2013, 05:05 PM
Best patch log ever seen in the history of EMU. Thanks ) makes me want to keep playing knowing there's someone out there who cares.

Dullah
10-08-2013, 05:09 PM
it is def not 100% classic

a rog not being able to hide sneak through sebilis is not right

its not invis, its hide sneak

Rogues would sneak down to our seb groups in kunark with mobs up.

not classic

runlvlzero
10-08-2013, 05:10 PM
and yeah with rogue hide/sneak it was definately only very specific mobs in specific dungeons. Sebilis, charsis comes to mind. But guilds use to just FD train those and let rogues through to drag corpses. They were typically only at the entrances.

Sundawg should have done his research before nerfing every single dungeon/mob in the game.

What his changes typically are are non-classic changes throught the world to fix 1 very specific issue that shouldn't have been changed through mass see invis armies of shamans, wizards.

Dullah
10-08-2013, 05:13 PM
Rogues would sneak down to our seb groups in kunark with mobs up.

not classic

Perhaps they did modem plug, but if so, a lot of rogues were doing it. 15 years later still have no idea what that even means. Go ahead and try to "pull the plug".

Dullah
10-08-2013, 05:14 PM
lol love trying to edit using quote

runlvlzero
10-08-2013, 05:31 PM
Problem is some mobs had both see invis and see vs undead and essentially truesight.

Rogue hide sneak worked vs mobs that could see one or the other or didnt have that truesight hardcode.

End of story. The nerf/change implemented is done in a non-faithful to classic way.

Dev needs to go back and confirm what live mobs actually had this truesight ability and fix it.

runlvlzero
10-08-2013, 05:32 PM
If your going to place the burden of proof on us. Place it on yourselves first and foremost.

runlvlzero
10-08-2013, 05:34 PM
But i'm not going to go post up in the tech forums because its pointless for me to argue this with you guys who have little to no respect for me. Even though I was there. To listen to the chatter in /ooc and talk to many many people about these things as they evolved.

It's just a waste of time for me if you can't initially do your job right. That makes my job 10x harder as a player fact checking the devs.

I already have zero life.

Retti_
10-08-2013, 05:35 PM
http://www.asianjunkie.com/wp-content/uploads/2013/02/EdwardNortonClosesComputer.gif

runlvlzero
10-08-2013, 05:36 PM
http://www.asianjunkie.com/wp-content/uploads/2013/02/EdwardNortonClosesComputer.gif

What does that gif mean to you? That /thread?

Mingo
10-08-2013, 07:43 PM
A melee that can invis himself while moving is not an advantage? Ur silly.

http://wiki.project1999.com/Cloudy_Potion

doesn't have an 8 second skill refresh, doesnt slow movement rate, all classes can use this, dawg.

runlvlzero
10-08-2013, 08:03 PM
Rogue invis isn't correct its not classic. Thats the point of Andis's argument.

Smegmy
10-08-2013, 08:13 PM
New player patch excite!!!!

runlvlzero
10-08-2013, 08:13 PM
It was always better than double invis or regular invis or IVU in most situations. it was patched to be like that within a month of the game being out. I can't find the patch notes on allahs archive whitch is very sparse going back to the early days. But it was really big news I'm sure multiple people who started the game can affirm with me that rogues were buffed immensly prior to kunark when it comes to sneak/hide to be virtually able to invis everywhere in the old world.

When Kunark came out a few NPCs were implemented to stop people from sneaking into certain specific areas of dungeons. Wolves Chardok being a big one.

Smegmy
10-08-2013, 08:14 PM
Cartoon homosexual yes??

runlvlzero
10-08-2013, 08:18 PM
Rogues do use sneak and hide together to move 'invisibly'... in fact better than invisibly in many cases. If you 'hide' without sneaking also, once you move you are unhidden. The order in which you hit sneak and hide are unimportant, except for when you are levitating in some manner. In that case you have to 'sneak' before 'hide' in order for hide to work. You can 'sneak' on the move, but must be still to start to 'hide'.

Many mobs will never see thru hide. Very very few mobs will notice you sneaking when you are behind them. Mobs that see invisible will usually have a 'chance' to see through sneak/hide. This chance is affected by difference in level between you and the mob, and also your skill rating, if not maxed once you get over level 39 or so (as a rogue).

This becomes more and more of a factor in higher levels. For the most part at lower levels something will either see you or not, and it will be consistent. Still, /con mobs to be safe. I know that some mobs that saw through my rogue's sneak/hide at level 50, don't now see through it when he's level 59. Also, some types of mobs can spawn able to see through sneak/hide, but do not always do so. Goos in City of Mist are one example.

Sneak/hide also renders you invisible to undead in most cases. /Con is your friend to find out when it doesnt.

You cannot start to sneak and hide underwater, but you can continue to sneak/hide from dry land into the water. Hurts in places like Kedge Keep.

http://everquest.allakhazam.com/db/skills.html?skill=43

Creowatha
Scholar
*

Mobs never had a "see invisible rogues" spell.

runlvlzero
10-08-2013, 08:18 PM
Cartoon homosexual yes??

Die in a fire.

runlvlzero
10-08-2013, 08:19 PM
Cartoon homosexual yes??

Fuck that I hope you fall down a fucking pit and impale yourself and die slowly over the course of 3 days without food/water and with a gut infection.

Smegmy
10-08-2013, 08:20 PM
Hohoho my first mad American man love is mad ! !'

Ha ah you are joke of country so powerful

runlvlzero
10-08-2013, 08:21 PM
Otherwords a 39 rogue with good sneak hide skill should virtually never be spotted somewhere like SoLA. Especially if they con mobs and check their skill is working.

Smegmy
10-08-2013, 08:23 PM
Secondary america man upset! No manhood

Ha ah ya !!

runlvlzero
10-08-2013, 08:23 PM
There's probably under 20 mobs in the entire game classic-velious that would automatically see a rogue basically no matter what.

runlvlzero
10-08-2013, 08:24 PM
Hohoho my first mad American man love is mad ! !'

Ha ah you are joke of country so powerful

Who the fuck are you rat? No one.

Smegmy
10-08-2013, 08:24 PM
You sound like glasses with eating problem!!!!

runlvlzero
10-08-2013, 08:32 PM
You sound like glasses with eating problem!!!!

I have very excellent vision and a great metabolism.

Smegmy
10-08-2013, 08:33 PM
Then penis lover??

Jajajaja

Andis
10-08-2013, 09:24 PM
Rogues do use sneak and hide together to move 'invisibly'... in fact better than invisibly in many cases. If you 'hide' without sneaking also, once you move you are unhidden. The order in which you hit sneak and hide are unimportant, except for when you are levitating in some manner. In that case you have to 'sneak' before 'hide' in order for hide to work. You can 'sneak' on the move, but must be still to start to 'hide'.

Many mobs will never see thru hide. Very very few mobs will notice you sneaking when you are behind them. Mobs that see invisible will usually have a 'chance' to see through sneak/hide. This chance is affected by difference in level between you and the mob, and also your skill rating, if not maxed once you get over level 39 or so (as a rogue).

This becomes more and more of a factor in higher levels. For the most part at lower levels something will either see you or not, and it will be consistent. Still, /con mobs to be safe. I know that some mobs that saw through my rogue's sneak/hide at level 50, don't now see through it when he's level 59. Also, some types of mobs can spawn able to see through sneak/hide, but do not always do so. Goos in City of Mist are one example.

Sneak/hide also renders you invisible to undead in most cases. /Con is your friend to find out when it doesnt.

You cannot start to sneak and hide underwater, but you can continue to sneak/hide from dry land into the water. Hurts in places like Kedge Keep.
http://everquest.allakhazam.com/db/skills.html?skill=43

Creowatha
Scholar
*

Mobs never had a "see invisible rogues" spell.
__________________

boom /signed

pls fix asap

heartbrand
10-08-2013, 09:53 PM
Rogues do use sneak and hide together to move 'invisibly'... in fact better than invisibly in many cases. If you 'hide' without sneaking also, once you move you are unhidden. The order in which you hit sneak and hide are unimportant, except for when you are levitating in some manner. In that case you have to 'sneak' before 'hide' in order for hide to work. You can 'sneak' on the move, but must be still to start to 'hide'.

Many mobs will never see thru hide. Very very few mobs will notice you sneaking when you are behind them. Mobs that see invisible will usually have a 'chance' to see through sneak/hide. This chance is affected by difference in level between you and the mob, and also your skill rating, if not maxed once you get over level 39 or so (as a rogue).

This becomes more and more of a factor in higher levels. For the most part at lower levels something will either see you or not, and it will be consistent. Still, /con mobs to be safe. I know that some mobs that saw through my rogue's sneak/hide at level 50, don't now see through it when he's level 59. Also, some types of mobs can spawn able to see through sneak/hide, but do not always do so. Goos in City of Mist are one example.

Sneak/hide also renders you invisible to undead in most cases. /Con is your friend to find out when it doesnt.

You cannot start to sneak and hide underwater, but you can continue to sneak/hide from dry land into the water. Hurts in places like Kedge Keep.
http://everquest.allakhazam.com/db/skills.html?skill=43

Creowatha
Scholar
*

Mobs never had a "see invisible rogues" spell.
__________________

boom /signed

pls fix asap


That post is from 2003

Kraftwerk
10-08-2013, 09:54 PM
That post is from 2003

Doesn't make it any less classic.

heartbrand
10-08-2013, 09:55 PM
Yes it does. Sneak/Hide functioned as Shroud of Stealth here before, it now works as intended.

runlvlzero
10-08-2013, 09:55 PM
Doesn't make it any less classic.

It's distinctly how I remember it working.

runlvlzero
10-08-2013, 09:56 PM
Yes it does. Sneak/Hide functioned as Shroud of Stealth here before, it now works as intended.

Dood just go away. No one is arguing to make it like shroud of stealth. But the current system is not any better. In fact its much more unclassic in most peoples opinion.

See MOST peoples opinion.

runlvlzero
10-08-2013, 09:57 PM
If we need to hedge some kind of hack, make it back like shroud of stealth and confirm what mobs should be able to see through it. Not any mob.

Kraftwerk
10-08-2013, 09:58 PM
I don't really care, I'm a non factor wizard who only has 20 hot keys that all cast sunstrike so I can't mess up when pvping and I only log on once every other month.

But srsly hide stealth was overnerfed, put it back.

runlvlzero
10-08-2013, 09:58 PM
Either way the current hack and previous hack are inadequate. But not sure if current hack is doing much good for the server/class/feel.

runlvlzero
10-08-2013, 10:08 PM
Bump this thread if you care about rogue sneak feelin classic:

http://www.project1999.org/forums/showthread.php?t=115230&highlight=sneak%2Fhide

I just copy pasted your post andis.