View Full Version : Game Mechanics: Running out of yellow juice - snare players, reduce attack speed, prevent swimming
Nirgon
06-18-2020, 09:26 AM
Maybe we're all not ready for the yellow juice drain on melee attacks, especially considering weapon weights. But in the spirit of make it more classic than less classic, could we prevent swimming (always), slow attack speed (always) and snare players (with less than 90 stam - hey getting over 90 stam is a cool thing to do like being over 75agi) when they run out of yellow juice?
Your character "acting tired" when out of said resource would definitely be more immersive. Plus, casters would care about carrying food again.
Might be a good way to ease people into this before cracking down on having an actual combat resource for melee.
Hope its a small change, and love this green atm.
I suspect it's quite difficult to hard code into the titanium client. And it's not like a spell effect or something where you can just tweak a few variables to the existing spell/effect. They would have to build it all from scratch.
And why wouldn't casters care about food? HP regen is pretty important to them.
Nirgon
06-18-2020, 04:28 PM
I suspect it's quite difficult to hard code into the titanium client. And it's not like a spell effect or something where you can just tweak a few variables to the existing spell/effect. They would have to build it all from scratch.
And why wouldn't casters care about food? HP regen is pretty important to them.
no stam refill without food will matter and should change
how immersive is someone walking around starving to death, slaying dragons etc
no reason we can't do this as a starting point then figure out the best approximations possible for swings/wep weights later
dont think its a massive change
Are you offering to rewrite the client to include it?
Gonna be a lot of work just to nerf melee. And do you know the exact formulas for how much stamina was lost per swing/per weight? Or how about how much it slows your weapon attack once exhausted?
Nirgon
06-18-2020, 05:59 PM
They had something implemented before that didn't require a client rewrite and said they'd make another pass at it.
This doesn't take a client modification.
All I'm suggesting here is if you're sub 90 stam that you get snared when yellow meter runs out. That you cannot move underwater without yellow meter. That you are auto attack slowed say by a lenient 30%.
Get the ball rolling in the right direction.
Kirdan
06-18-2020, 07:06 PM
Discs also shouldn't require endurance/stamina to use, that was added as part of the revamp to combat abilities (which is why our client has things like the combat ability window).
Nirgon
06-19-2020, 10:14 AM
^ ya true.
also u get hp/mana regen with just drink. thats fine.
only looking for the immersive "tired" char stuff
Nirgon
07-02-2020, 04:06 AM
Got rezzed in Kedge and swam around no problem
Can figure out melee drainage later
Nirgon
07-23-2020, 08:14 AM
Proof if you run out of stamina you should sink, be unable to move otherwise and drown (if you dont have a breathing item/buff):
https://i.imgur.com/7mKoOVU.png
Source: https://www.scribd.com/doc/53542242/48825912-EverQuest-the-Ruins-of-Kunark-Revised-Expanded-Prima-Official-eGuide
Make characters tiring immersive again
Don't necessarily have to have the "per swing/weapon weight" stuff in, just a push in the right direction esp as it relates to rezzed characters.
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