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stormlord
02-25-2010, 04:39 PM
I just stopped by after a couple months on the live servers. I left when the DDS attacks arose. I was also frustrated because they removed stamina loss in combat (which is not classic at all).

In any case, I am glad to see that you guys broke the 500 player mark! Wow! I more than half expected to see it averaging in the 100's or dead because of continuous attacks. I thot EZ server or PEQ would overwhelm it. Not so.

Developers have shown they got big enough balls to keep this thing going for more than a month and even after being assaulted.

Grats.

yaaaflow
02-25-2010, 05:29 PM
You must be the only person in the history of everquest to care even the slightest about stamina, so congrats to you too!

robreg
02-25-2010, 08:44 PM
umm what does DDS stand for? I look up DDS for acroynum and there's like 250 of them LOL

regatta
02-25-2010, 08:53 PM
On the Internet, a distributed denial-of-service (DDoS) attack is one in which a multitude of compromised systems attack a single target, thereby causing denial of service for users of the targeted system. The flood of incoming messages to the target system essentially forces it to shut down, thereby denying service to the system to legitimate users.

A hacker (or, if you prefer, cracker) begins a DDoS attack by exploiting a vulnerability in one computer system and making it the DDoS "master." It is from the master system that the intruder identifies and communicates with other systems that can be compromised. The intruder loads cracking tools available on the Internet on multiple -- sometimes thousands of -- compromised systems. With a single command, the intruder instructs the controlled machines to launch one of many flood attacks against a specified target. The inundation of packets to the target causes a denial of service.

While the press tends to focus on the target of DDoS attacks as the victim, in reality there are many victims in a DDoS attack -- the final target and as well the systems controlled by the intruder.

stormlord
02-26-2010, 03:14 PM
You must be the only person in the history of everquest to care even the slightest about stamina, so congrats to you too!

It was classic. Undeniable. I've found many links referring to it. People running out of stamina using 2 handers that weight about 15 and up. Using 2 1 handers that weight too much can also eat away stamina. I can't recall the specific weight for 1 handers, but it was less than 2 handers. All of the information I found was pertinant until soe removed stamina loss in 2003 (i think that was the year).

If they're going to remove stamina loss, why not add ooc regen, get rid of the spellbook when medding, give us pots and corpse summoners, and so on because I'm absolutely certain a great majority of people do not like having these things. You can't pick and choose what you want so uncritically.

There's another reason I want it back. I want it back because i made me think about my next weapon purchase. It made me look at more than just the damage ratio. I like to think about my next weapon purchase. For example, when I made a warrior and saw that 2 handers did more damage than my 1 hander, i made it my quest to buy a 2 hander. Once I had used it a bit, I saw it used my stamina. So I only used it when things got tough. And when there was a bard in the group they could give me some stamina regain. It was a nice balance and I felt accomplished. I never once felt that stamins loss should be removed. How was I to know that losing stamina with a 2 hander was somehow wrong? It felt right to me. Now that there's no stamina loss, nothing like that will happen to anyone because there's less thinking invovled now. It added an extra dynamic to the whole process and I prefer actually thinking about things as opposed to being babied by a one size fits all utopian rule set. Where, supposedly, no one will get angry because they can't make mistakes. That's why i hate live servers so much.

SOE is so afraid of getting someone frustrated or mad that they remove all of the details that make us think and make everything so simple that a 3 year old could compete. It's not hard to make choices in EQ! In fact, it's too easy. They're partly to blame too for the failure of the details they do add. For example, if they don't offer an alternative and you can only choose a heavy weapon, then that's their fault and not the fault of the stamina loss system. They misinterpret their failures as wrong choices because they don't understand the system to begin with. It's like handing a firecracker to a 2 year old and expecting them to act responsibly.

If you think I'm exaggerating for effect you're wrong. Sir, I know 6 year olds have played EQ. There're people more retarded than chimps who play this game. Their attention span is less than the time it takes to watch a soap commercial on tv. It's no wonder that mmorpgs dumb the game down because I've seen some of the people that play them. These people are just playing the wrong game. I remember watching a thing about SWG and a "smart" person was talking about how complicated the such and such system was and that you'd need a phd to understand it. I just stood there watching my monitor in disbelief. These "smart" people are playing the wrong game and ruining it for people who CAN play it and LIKE it. These people expect to master the game the moment they login. They automatically assume the game mechanics are broken if htey fail. It never seems to occur to them that there's a learning curve. If you don't get it right, there're consequences. And when they happen to especially suck at making good choices, it's understandable why they get angry.

It's not about how smart you're, it's about whether you're detail oriented or not. Some people a miracle from god can't help. They just hate details. Unfortunatley, I think a great majority of computer users are like this. Fortunately for me and others in the same ballfield, there're many games and many choices. If we want details, we can find them, but it's frustrating when you see a game that has potential simplified to the point where it's more enjoyable to pick at your nose.

Excision Rottun
02-26-2010, 03:40 PM
get rid of the spellbook when medding

You don't need to have your book open to meditate...

stormlord
02-26-2010, 03:53 PM
You don't need to have your book open to meditate...

Thanks for making my point for me. Now they just need to add ooc regen and remove mana loss.

Murr
02-26-2010, 04:26 PM
That's such a stupid slippery slope argument and this is a very odd sort of passive aggressive post in general.

The stamina thing is so minor I doubt 98% of EQ users would even remember it much less give a shit.

The spellbook is out of their hands.. the client has progressed and you can't lock people into a full screen spellbook anymore even if you wanted to.

Both are extremely minor grievances and don't really open the door at all to major changes you list like OOC regen and corpse summoners which change the entire feel of the game.

To be fair, I don't necessarily agree with the hardline approach they've taken to preserving "classic" rules - the hybrid XP penalty is completely retarded as a concept, and I'd love to see things like Guise and Rubi persist until Kunark. But with those more fundamental changes I can understand the counter argument that it opens the door to too many other changes.. if you remove hybrid XP why not soulbinders and the rest.

So I'd say they have been pretty critical about what to keep.. every major feature and system of classic EQ exists on this server. You're just being ridiculous.

bionicbadger
02-26-2010, 04:52 PM
The spellbook is out of their hands.. the client has progressed and you can't lock people into a full screen spellbook anymore even if you wanted to.


But you don't even need the spell book open, meditate works just sitting. Thats not "classic"

yaaaflow
02-26-2010, 06:07 PM
If you think I'm exaggerating for effect you're wrong... There're people more retarded than chimps who play this game.

Hahahaha. Yeah dude, I think you might be exaggerating for effect here!

edit: for what it's worth I didn't say anything about the stamina loss being/not being classic. I said nobody else cares about it, and you can tell that for sure if you search the forums for stamina. I'd wager the only mentions of it are your 3-4 posts on the subject that no one cared about 3 months ago, and this one where shockingly no one still cares about stamina loss :)

Aeolwind
02-26-2010, 06:22 PM
Thanks for making my point for me. Now they just need to add ooc regen and remove mana loss.

Uhm, then it wouldn't be a classic server. While this is technically classified as a "custom" server based on the definition within the scope of the emulator; this is also a re-creation project for us and as such, features as you've mentioned above will never make it into the server.

I'm sorry you didn't find what you were looking for. Consequently, the stamina code has been disabled for some time now due to inconsistencies in operational effectiveness compared to live. And the book/meditation, well, that is the curse of Titanium.

Lich
02-28-2010, 12:41 AM
I just stopped by after a couple months on the live servers. I left when the DDS attacks arose. I was also frustrated because they removed stamina loss in combat (which is not classic at all).

In any case, I am glad to see that you guys broke the 500 player mark! Wow! I more than half expected to see it averaging in the 100's or dead because of continuous attacks. I thot EZ server or PEQ would overwhelm it. Not so.

Developers have shown they got big enough balls to keep this thing going for more than a month and even after being assaulted.

Grats.

Hi, I hope you are not the one doing the current DDoS attack.

umpf2010
02-28-2010, 03:07 AM
I more than half expected to see it averaging in the 100's or dead because of continuous attacks. I thot EZ server or PEQ would overwhelm it. Not so.

Think you forgot that you're talking bout EQ:classic here, most addictive version ever!

:p

guineapig
02-28-2010, 04:19 AM
Think you forgot that you're talking bout EQ:classic here, most addictive version ever!

:p

Yeah, gotta chase that dragon!!! (http://www.urbandictionary.com/define.php?term=Chase%20the%20dragon)

stormlord
02-28-2010, 04:22 PM
Hi, I hope you are not the one doing the current DDoS attack.

If that fixed the complete removal of stamina loss, hey I'd take the blame. But, sorry to spoil your moment of fame. I have nothing to do with it. I am what I am and I say what I say. Unlike many of you, I try to be honest. As Eomer said in The Two Towers: "the Men of the Mark do not lie, and therefore they are not easily deceived."

The removal of stamina loss does not deceive me. It's not classic. May as well go ahead and add ooc regen because that's the direction you're going. People are already wanting you to remove the timed npc teleporters between freeport and faydwer. Adding boats would make no difference. People don't want to wait 15 minutes. Can't you see people don't like corpse returns? I guess it's time to add POK and corpse summoners. While you're at it, go ahead and add pots too. Add the new models. Just scrap the whole server and make it PEQ.

You'd think that with all this people would be playing on the live servers.

Aeolwind
02-28-2010, 04:26 PM
Items with endurance were added following the discipline changes in planes of power. It was until that time that the stamina bar did truly affect the above listed stats. HOWEVER, what was not mentioned was the fact that aside from Jumping & HP/Mana regen, if you have over 100 stamina then you simply ignored all the other detriments of stamina loss.

Just out of curiosity, this got disabled like 2 patches ago I think. Any particular reason you keep talking like it is currently active? It is obviously under review for a fix, but until then it's just been disabled sans jumping.

nilbog
02-28-2010, 04:35 PM
Stamina loss is one of my personal highest priorities for the source guys. Certain people think its important; others don't. Since it was part of classic, it is on the list though.

The server was launched with it in place, but as it was completely fabricated, it needed additional tweaks and testing. It wasn't regenning stamina at anywhere close to the correct rate.

The quick fix? Disable the *stamina* drain until we can fix it properly. I'm pretty sure this is the only server around where we even tried to fix it.

I played a paladin prekunark, and I know fully well why we need the staminaslayers in Kunark, and why Invigor and Zing need to be usable spells. It's not an easy task though, so I hope you guys don't think we just "turn on stamina loss: YES", as its nothing like that.

If something isn't working, don't assume that's our intent. :T

stormlord
02-28-2010, 04:59 PM
Here's one of my posts about it:
http://www.project1999.org/forums/showpost.php?p=3870&postcount=11

(It's interesting that some mobs cast a stamina debuff - in this case making it 0)

Don't read my post. Read what the links say.

The problem with what you guys are doing is... instead of starting hard and lowering the pressure as time goes by, you're starting easy (no stamina loss) and attempting to go hard (stamina loss). People will react negatively to a stamina loss system now that they've grown used to not having to worry about it. You're pressing yourselves into a corner and making it worse, imho.

Couldn't you have had a simple look at the code and made an adjustment? The code is probably somewhere in the combat or event code. I'm a programmer and have had the chance to see actual code for an mmorpg (i made it so that how much fatigue you lost was based on your weight). While it gets very very confusing and takes a year or two to get used to code (actively working on it), if it's properly coded it shouldn't be too hard to find the formula. That's better than completely removing it. IMHO, completely removing it is worse than reducing it downard (reducing how much stamina is lost when you swing a weapon). Completely removing is the larger change. In evolutionary terms, it's how big the change is that matters, not what the change is.

Big changes mean extinction. One thing leads to another. In my case, I felt disgusted that you so easily removed a classic feature. It just gave me another reason to go back to the live servers. I know I'm only one example, but that's 1 player you lost as a result of rushing into things.

Danth
02-28-2010, 05:30 PM
Well, I probably would have quit if they didn't do *something*, (the current situation representing an imperfect but pragmatic temporary measure) so my being here counteracts your leaving :D

The Vampires in Mistmoore were among those that cast the stam debuff, weren't they?

Danth