View Full Version : Patch Notes: Sunday, June 1st, 2025
Rogean
06-01-2025, 04:51 AM
The latest patch contains new required files. Download the new Patch Files from the top of the Home page, or the Getting Started Guide.
Changelog Rogean: Distance check re-added for Pet Attack
Nilbog: Lord Soptyvr no longer spawns until [Feb2000]
Nilbog: Ry'gorr Messenger's respawn time increased.
Nilbog: Female zombie models now appear correctly in all zones.
Nilbog: Thadres Thyme will not spawn until [Jul1999]. Added missing items to 'The Vengeful Musicians' reward array.
Nilbog: Era restricted several brewing recipes.
Nilbog: Corrected a few vendors in akanon.
Nilbog: Redwind and icy orcs do not spawn until [Oct1999].
Nilbog: Pordopa, Korgarg Swillchugger, Helgara Dirtcarver, Kerplooe Dirtcarver, Blergerda, Gretamog, Blergagg, Garklog, Vynugga no longer spawn.
Nilbog: Brew Barrel, Standard Forge, Kiln, Pottery Wheel no longer exist in Grobb.
Nilbog: Corrected alchemy vendor lists of Grobb and Oggok.
Nilbog: 'Leuz's Task' is not available until [Apr2001].
Nilbog: Corrected an issue with Caster Beads not dropping for quest 'Goblin Caster Necklace'.
Nilbog: Updated book text for 'The Bridge' quest.
Nilbog: Added missing dialogue and aggro message to Nerbilik.
Nilbog: 'Tomer's Rescue' quest works better.
Nilbog: Resolved an issue with several guards not responding to quest dialogue.
Nilbog: Madame Serena's portion of 'Incandescent Mask' quest requires indifferent or better faction.
Nilbog: Corrected issue with Serna Tasknon's part of 'Errand for Tonmerk' quest. Requires amiable or better faction.
Nilbog: 'Necromancer Words' quests now work. Quest givers do not spawn until [Jul1999]
Nilbog: Martar Icebear won't spawn until [Oct1999].
Telin: Qeynos Guards now attack a sewer rat.
Tobius
06-01-2025, 05:07 AM
Nilbog: 'Leuz's Task' is not available until [Apr2001].
Scout roll is gone? What about people who already got the reward?
Nekrofelia
06-01-2025, 05:14 AM
ETA on green coming back up?
Hideousclaw
06-01-2025, 05:15 AM
ETA on green coming back up?
correct
Tobius
06-01-2025, 05:18 AM
Ah apparently these are timeline corrections and not changes to the game itself according to some nerd in the disc, disregard my last question.
I am seeing green locked and blue gone on the realm list, anyone know ts for that?
Xiderpunk2
06-01-2025, 05:26 AM
Downloaded and applied patch.. but unable to connect due to "GlobalLoad.txt" saying it is wrong version for P99.
Rewedanz
06-01-2025, 05:28 AM
Downloaded and applied patch.. but unable to connect due to "GlobalLoad.txt" saying it is wrong version for P99.
x2
Dabeach
06-01-2025, 05:30 AM
x3
Arkturis
06-01-2025, 05:40 AM
Downloaded and applied patch.. but unable to connect due to "GlobalLoad.txt" saying it is wrong version for P99.
I redownloaded the patch and created a new Launch shortcut and it fixed this issue for me.
Derfmonster
06-01-2025, 05:43 AM
x4
Dedup
06-01-2025, 05:46 AM
I don't see anything on the front page that designates a patch file. Why couldn't you just link it in the message?
Golfimbul
06-01-2025, 05:47 AM
What to do?
Lostfaction
06-01-2025, 06:36 AM
Ranger stonk strong
Grimlust666
06-01-2025, 07:16 AM
Pet tracking is dead. =)
mindmage2
06-01-2025, 07:27 AM
downloading patch never completes. so cant install it if I cant get it hehe
Golfimbul
06-01-2025, 07:41 AM
So manually copying the patched GlobalLoad.txt file to the Resource folder made the characters appear on the select screen again.: :)
Snaggles
06-01-2025, 10:24 AM
Pet tracking is dead. =)
Confirmed or assumed?
wrighter00
06-01-2025, 10:46 AM
Confirmed or assumed?
Confirmed
Zuranthium
06-01-2025, 10:52 AM
Pet tracking is dead. =)
Great classic change, but where is the fix for chain-casting pets? The caster is not supposed to get the aggro dump of the damage the pet(s) did.
Mages are in an awful spot without that.
Jimmyto111
06-01-2025, 05:18 PM
where can i get pre v59 patches?
Garnaak
06-01-2025, 05:30 PM
Crystal Spiders, Crystal Golems, Crystal Gargoyles all classic earth models?
Puluin
06-01-2025, 06:21 PM
"Rogean: Distance check re-added for Pet Attack"
why... just why....???? all this does is make life more difficult for the casual player. Quarm looking nicer and nicer......
Yeah, if the pet is now greater than 200 clicks from the mob, you cannot send it to attack the mob. Using /pet attack or the hotbars.
<edit> If the pet is greater than 200 clicks away from a mob, it will also not assist you if you get attacked.
What a great way to drive the nail in the coffin.
Zumok
06-01-2025, 06:47 PM
Nilbog: Brew Barrel, Standard Forge, Kiln, Pottery Wheel no longer exist in Grobb.
WTF how are newbie trolls supossed to tradeskills now what kind shit is this? I know lets check forums/internet from 22 years ago and look and see theres no tradeskills in grobb, everyone knows back then there was patch every week in eq there was tradeskills grobb please fix
Rjones61
06-01-2025, 07:07 PM
What do lines like
"Nilbog: Redwind and icy orcs do not spawn until [Oct1999]."
mean?
DeathsSilkyMist
06-01-2025, 07:20 PM
What do lines like
"Nilbog: Redwind and icy orcs do not spawn until [Oct1999]."
mean?
For the current servers, it means nothing. This is because Blue and Green are in their final timeline state already.
These fixes would go into effect when a new server is launched. Then that feature won't be enabled on the newly launched server until the Oct 1999 patch comes out on the new server.
Tewaz
06-01-2025, 07:31 PM
Is there clarification on pet tracking on whether this is a "classic" change or if it is a "we have a major problem with hate scripted pet tracking by two individuals and this is our unclassic change to try to fix that like the Lifetap and recharge nerf"?
Ennewi
06-01-2025, 08:06 PM
Is there clarification on pet tracking on whether this is a "classic" change or if it is a "we have a major problem with hate scripted pet tracking by two individuals and this is our unclassic change to try to fix that like the Lifetap and recharge nerf"?
Best thread I could find related to whether it's classic or not..
https://www.project1999.com/forums/showthread.php?t=345517
Ciderpress
06-01-2025, 08:30 PM
"If I can't pet track I can't have fun here in any conceivable way!!"
Pet tracking deserved to be nerfed and I support it. What is or isn't "classic" is a nebulous concept because of emergent player behavior that did not exist in 1999. If a change makes the server feel more classic because it disallows an emergent player behavior which itself is unclassic, that's a good thing.
CrazyPro
06-01-2025, 08:43 PM
If the pet is greater than 200 clicks away from a mob, it will also not assist you if you get attacked.
What a great way to drive the nail in the coffin.
this was always a thing
Crabmeat
06-01-2025, 09:10 PM
*Start Sarcasm*
I see you finally fixed the graphical issue of the Shadow Knight's Epic Weapon.
Thanks!
It's awesome that the opague black is now back to it's velium texture!
*End Sarcasm*
Thanks for the fixes no one really wants <3
Dgc2002
06-01-2025, 10:12 PM
Yeah, if the pet is now greater than 200 clicks from the mob, you cannot send it to attack the mob. Using /pet attack or the hotbars.
<edit> If the pet is greater than 200 clicks away from a mob, it will also not assist you if you get attacked.
What a great way to drive the nail in the coffin.
That range limitation has been in prior to this patch. This patch prevents the pet from showing the "attacking xyz master" message for targets outside of that 200 loc range and AFAIK a pet attack is no longer queued up making the pet attack the target once it's within that 200 loc range.
Rogean
06-01-2025, 11:22 PM
We have always made decisions on a case-by-case basis when it comes to Exploiting vs Classic Functionality and it is within our ability to do so. Pet classes should not be able to tell when a mob spawns from the other side of the zone.
I'm sure people will be quick to point out other potential exploits that they may want to see fixed, but as noted above a major consideration in any of our discussions is what would be involved to make a change. Some things may require significantly more work than others, or may not be feasible given current controls over the client.
CrazyPro
06-02-2025, 01:14 AM
*Start Sarcasm*
I see you finally fixed the graphical issue of the Shadow Knight's Epic Weapon.
Thanks!
It's awesome that the opague black is now back to it's velium texture!
*End Sarcasm*
Thanks for the fixes no one really wants <3
they STILL haven't fixed it
https://media1.giphy.com/media/v1.Y2lkPTc5MGI3NjExOHA4bHluNmdibzFscGEyNDNsOWtmZDJ yd3AyNnB1aWFxcXMycmZ5NiZlcD12MV9pbnRlcm5hbF9naWZfY nlfaWQmY3Q9Zw/3oEjHCWdU7F4hkcudy/giphy.gif
wuanahto
06-02-2025, 03:48 AM
Rogean: Distance check re-added for Pet Attack
what does this mean for non-raiders?
Jimjam
06-02-2025, 05:03 AM
Thank you for your continued dedication team. <3
Ssouky
06-02-2025, 07:15 AM
Best ranger boost.
Major Gina nerf.
Thx team dev :)
Jimjam
06-02-2025, 09:48 AM
Why are people so desperate for v52? Is there some assistance software or something which only works with the outdated version?
kjs86z2
06-02-2025, 09:57 AM
nice work big dawg
pet tracking was always cancer
Steed
06-02-2025, 10:21 AM
what does this mean for non-raiders?
It was a mechanic that would let you check if a mob was up no matter where in the zone they were. So was useful if you were checking if a quest mob is up and roaming around, or dead (like quill-mane) and your waiting for it to re-spawn.
if you weren't using it, wont affect you.
cd288
06-02-2025, 11:51 AM
what does this mean for non-raiders?
Now when you click pet attack on a certain target, if you're outside of attack range then your pet will not give you an "attacking X, master" message. Previously, if the mob was up the pet would give you that message, but not go attack it because it was out of range.
Raiding guilds would use pet classes to track spans in various zones in this manner, without actually having to be within range of the spawn point. They made this change because some (possible) RMTers have been farming in PoH using tis method for years (potentially automating the pet tracking). So this just makes it more difficult for them, while minimally impacting other players.
Valakut
06-02-2025, 12:45 PM
After being gkicked by a hate farmer for speaking up against a hate farmer. Thank you Rogean for tea bagging the salt stick and just giving it to the hate farmers.
#istandwithjim
strongone70
06-02-2025, 01:57 PM
"Rogean: Distance check re-added for Pet Attack"
why... just why....???? all this does is make life more difficult for the casual player. Quarm looking nicer and nicer......
It does not work on Quarm either
cd288
06-02-2025, 02:23 PM
It does not work on Quarm either
Really? Lmao then that's hilarious that the person posted that
caldwillis
06-02-2025, 06:10 PM
I never saw a note about a change to Steamfont - currently most of the Kobold Camps and the Minotaur camp are wiped off the zone... was this meant to be? Or am i just trippin? Didn't see any notes about changes regarding zone mob populations.
boomslang
06-02-2025, 07:17 PM
I never saw a note about a change to Steamfont - currently most of the Kobold Camps and the Minotaur camp are wiped off the zone... was this meant to be? Or am i just trippin? Didn't see any notes about changes regarding zone mob populations.
That was October last year.
https://www.project1999.com/forums/showthread.php?t=435923
Potus
06-03-2025, 01:49 AM
/pet attack is not working when the mob I want it to attack is right in front of me and my pet is trailing behind me. The range should be greater than this.
Ppl getting bent out of shape over pet tracking nerf are the ppl we should all be happy to see disappear.
uth_wistan
06-03-2025, 09:13 AM
x 5
uth_wistan
06-03-2025, 09:18 AM
That got me to the character screen... then the game proceeded to crash! Bwahaha
kjs86z2
06-03-2025, 10:32 AM
Ppl getting bent out of shape over pet tracking nerf are the ppl we should all be happy to see disappear.
qft
rangers back on the menu
Jimjam
06-03-2025, 11:31 AM
I sure hope this works!
qft
rangers back on the menu
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Goregasmic
06-03-2025, 11:58 AM
Ppl getting bent out of shape over pet tracking nerf are the ppl we should all be happy to see disappear.
Always felt OP but It was just a nice QOL in most zones as it let you save some time by not wasting it getting to a spawn that wasn't up.
But since you could just make a macro (or two) like this:
/pet attack named1
/pet attack named2
/pet attack named3
/pet attack named4
/pet attack named5
And just charm the first thing at zoneline and hit the macro, I feel it was lazily putting the average non pet class or even other pet classes at a disadvantage for finding named up with zero effort on top of cheapening the utility of tracking classes.
It was nice for making sure you haven't missed your mob in shit zonewide camps though.
I'm obviously a pet class and I have conflicting feelings about this one. I can see how it was being abused.
cd288
06-03-2025, 02:12 PM
Doubt the OG EQ devs ever intended pets to be tracking bots negating the need for Ranger tracking etc. if you were trying to find a specific spawn.
Goregasmic
06-03-2025, 02:26 PM
Doubt the OG EQ devs ever intended pets to be tracking bots negating the need for Ranger tracking etc. if you were trying to find a specific spawn.
Yeah. That's why I'm not mad at them nerfing effects/recharges of some items because spamming them wasn't classic and might be an unforseen consequence.
branamil
06-03-2025, 02:40 PM
*Mobs frequently fall through the world and glitch out*
But hey at least Gleeblorx Florkblop won't sell muffin mix anymore because the 3 players that bought it were having an out-of-era baking experience!!
Potus
06-03-2025, 05:59 PM
Doubt the OG EQ devs ever intended pets to be tracking bots negating the need for Ranger tracking etc. if you were trying to find a specific spawn.
They didn't intend for CH to be used in combat. So if we're going on "original intent" then ohhhh boy you're going down a rabbit hole.
Jimjam
06-04-2025, 02:51 AM
They didn't intend for CH to be used in combat. So if we're going on "original intent" then ohhhh boy you're going down a rabbit hole.
I always wondered whether there is any evidence of how the devs envisioned naggy/vox being killed.
Dolalin
06-04-2025, 06:30 AM
I always wondered whether there is any evidence of how the devs envisioned naggy/vox being killed.
Brad was at the first Vox kill by FoH.
https://search.eqarchives.org/?size=n_20_n&filters%5B0%5D%5Bfield%5D=id&filters%5B0%5D%5Bvalues%5D%5B0%5D=mailing-lists%2Feqbards%2F2066.json&filters%5B0%5D%5Btype%5D=all
WarpathEQ
06-04-2025, 09:35 AM
They didn't intend for CH to be used in combat. So if we're going on "original intent" then ohhhh boy you're going down a rabbit hole.
I could see that for classic, you have to think by the time kunark rolled out they knew it was the imergent behavior. In that regard it does seem like kunark raid content was designed as anti-CH chain with low HP and high AOE dmg mobs designed for burn it down or die engages that nullify the benefits of CH chains, but most velious content wouldn't be doable without it.
I never did VP back on classic live so I'm not sure that P99 100% mirrors classic mechanics but I'm more interested about the intent for that zone's design which seems to have really forced guilds into the train out all the trash and pull in the dragon meta that we see pervasive on P99 (leading to the overwhelming majority of raid concerns).
nyclin
06-04-2025, 01:47 PM
Doubt the OG EQ devs ever intended pets to be tracking bots negating the need for Ranger tracking etc. if you were trying to find a specific spawn.
emergent gameplay in MY everquest? well I never...
original devs also never foresaw kiting, pulling, or people being giant greedy dickbags but here we are
DrunkenGymkata
06-04-2025, 02:26 PM
Crystal Spiders, Crystal Golems, Crystal Gargoyles all classic earth models?
I came to point this out for Golems in the Tower of Frozen Shadow. Should be the "crystal" models, are the "Earth" ones.
Jimjam
06-04-2025, 03:12 PM
I could see that for classic, you have to think by the time kunark rolled out they knew it was the imergent behavior. In that regard it does seem like kunark raid content was designed as anti-CH chain with low HP and high AOE dmg mobs designed for burn it down or die engages that nullify the benefits of CH chains, but most velious content wouldn't be doable without it.
I never did VP back on classic live so I'm not sure that P99 100% mirrors classic mechanics but I'm more interested about the intent for that zone's design which seems to have really forced guilds into the train out all the trash and pull in the dragon meta that we see pervasive on P99 (leading to the overwhelming majority of raid concerns).
The kunark mobs weren’t low hp. They were max hp! They didn’t unhardcode the 32k max hp until velious.
cd288
06-04-2025, 05:00 PM
emergent gameplay in MY everquest? well I never...
original devs also never foresaw kiting, pulling, or people being giant greedy dickbags but here we are
Not at all analogous lol. At least try harder
Potus
06-04-2025, 08:50 PM
Not at all analogous lol. At least try harder
It's a perfect analogy. There are dozens more. Changing the game based upon developer intent is a huge can of worms.
Goregasmic
06-04-2025, 09:49 PM
emergent gameplay in MY everquest? well I never...
original devs also never foresaw kiting, pulling
If this is true... they never played their game until release?
I find it hard to believe they gave snare to multiple classes early on and never figured out it would let players outrun mobs. Or having the beefiest/fastest player bringing mobs to the group was unforseeable. FD splitting is more advanced but why even bother giving harmony/lulls to like 8 classes if it isn't for pulling?
Like if you told me they didn't foresee AE groups that's one thing but kiting? They thought people would just make roaming bands of murder hobos?
Zuranthium
06-04-2025, 10:10 PM
emergent gameplay in MY everquest? well I never...
original devs also never foresaw kiting, pulling, or people being giant greedy dickbags but here we are
Oh, they definitely knew about people being greedy and murderous. They had experience with MUD's and Everquest was built to have people fighting over NPC's. They simply didn't like from certain MUD's that getting the killing blow on an NPC gave that person all the exp. Their fix was making it so the group who did the highest amount of damage got the exp.
Kiting and pulling being emergent are things that make sense with the spells being used to do it. Pets that are just meant to be dumb magical blobs being able to instantly detect NPC's from miles away? Nonsensical and never something they'd keep around.
oracle333
06-04-2025, 11:26 PM
My friend said they removed the swords from the OOT sisters. Is that true? Why??
Potus
06-04-2025, 11:51 PM
If this is true... they never played their game until release?
I find it hard to believe they gave snare to multiple classes early on and never figured out it would let players outrun mobs. Or having the beefiest/fastest player bringing mobs to the group was unforseeable. FD splitting is more advanced but why even bother giving harmony/lulls to like 8 classes if it isn't for pulling?
Like if you told me they didn't foresee AE groups that's one thing but kiting? They thought people would just make roaming bands of murder hobos?
They literally thought the game would be entire groups of players moving through areas slowly as they explored and roleplayed. They didn't envision stuff like camping mobs. They were really surprised people sat at one spot for hours. Snare is to prevent runners. Lull and harmony are to break up monsters as you move into rooms. FD splitting and pulling was not part of the "vision" at all.
They never thought about 99% of the stuff in the game, they didn't even know what they were making at the time.
cd288
06-05-2025, 02:26 PM
They literally thought the game would be entire groups of players moving through areas slowly as they explored and roleplayed. They didn't envision stuff like camping mobs. They were really surprised people sat at one spot for hours. Snare is to prevent runners. Lull and harmony are to break up monsters as you move into rooms. FD splitting and pulling was not part of the "vision" at all.
They never thought about 99% of the stuff in the game, they didn't even know what they were making at the time.
Nah I believe the devs have said they envisioned that kiting might be a strategy with snare, which was why DoT damage being reduced if not snared was quickly added in the classic era when the devs realized that yes kiting was being used, which was expected, but that people weren't actually using snare to help do it because they could just outrun with SoW etc.
Goregasmic
06-05-2025, 03:08 PM
Nah I believe the devs have said they envisioned that kiting might be a strategy with snare, which was why DoT damage being reduced if not snared was quickly added in the classic era when the devs realized that yes kiting was being used, which was expected, but that people weren't actually using snare to help do it because they could just outrun with SoW etc.
Makes more sense. I also find it hard to believe they didn't know people would camp the better items. How did they think dungeons would work on a populated server? People would play zonewide musical chair with camps every time the respawn timer is up? I understand they probably had limited testing but that's pretty basic dynamics with non linear/instanced dungeons.
DeathsSilkyMist
06-05-2025, 03:57 PM
Makes more sense. I also find it hard to believe they didn't know people would camp the better items. How did they think dungeons would work on a populated server? People would play zonewide musical chair with camps every time the respawn timer is up? I understand they probably had limited testing but that's pretty basic dynamics with non linear/instanced dungeons.
If I had to take a guess, they probably thought people would focus more on adventuring instead of camping. Like dungeon crawling through a dungeon without stopping to camp a mob.
Everquest came from MUDDs and DnD. In those games you do an adventure (like a dungeon crawl) and you simply get whatever items you happen to find along the way. You didn't run a very specific part of the adventure over and over until you got the item you want.
Potus
06-05-2025, 04:40 PM
Nah I believe the devs have said they envisioned that kiting might be a strategy with snare, which was why DoT damage being reduced if not snared was quickly added in the classic era when the devs realized that yes kiting was being used, which was expected, but that people weren't actually using snare to help do it because they could just outrun with SoW etc.
That's not what happened at all. Shaman and Druids were casting dots on red con NPCS and running around the zone until they died. So they put the 2/3 DoT dmg nerf on NPCs moving towards you, snared or not. If you rooted or feared the mob you didn't get dinged with the dmg reduction.
Almost every nerf that happened during classic EQ was the result of players being super jealous/mad/envious of a class playing the game in a way seen as gaining an advantage and going on the Sony Station/Verant forums and griping -- it's still the way it is here which is ironically the most accurate part of classic EQ.
Goregasmic
06-06-2025, 05:48 AM
If I had to take a guess, they probably thought people would focus more on adventuring instead of camping. Like dungeon crawling through a dungeon without stopping to camp a mob.
Everquest came from MUDDs and DnD. In those games you do an adventure (like a dungeon crawl) and you simply get whatever items you happen to find along the way. You didn't run a very specific part of the adventure over and over until you got the item you want.
Yeah I totally understand but I don't see how this would work out if there's more than 2-3 parties in the zone already. Seems like their play testing was rather limited.
That and it was obvious people would want the more interesting items. You can't put 9int/wis on GEBs in classic and not expect most casters/healers will want it. Or SSOY or FBSS or whatever.
Almost every nerf that happened during classic EQ was the result of players being super jealous/mad/envious of a class playing the game in a way seen as gaining an advantage and going on the Sony Station/Verant forums and griping -- it's still the way it is here which is ironically the most accurate part of classic EQ.
I mained a wiz back then and I remember being mad at druids because they had every type of spell under the sun and you couldn't throw a stone without hitting a druid. They sure were a whiny bunch and it seemed to me verant cattered to them back then.
Skyking
06-06-2025, 06:39 AM
Everquest came from MUDDs and DnD. In those games you do an adventure (like a dungeon crawl) and you simply get whatever items you happen to find along the way. You didn't run a very specific part of the adventure over and over until you got the item you want.
this.
there is quite literally hours of interviews on Youtube with the devs talking about this.
https://www.youtube.com/watch?v=OTWdpXvxneQ&list=PLRkATlHgVey7OAx8JA4J42NMGmlgnFv7W
cd288
06-06-2025, 12:16 PM
Makes more sense. I also find it hard to believe they didn't know people would camp the better items. How did they think dungeons would work on a populated server? People would play zonewide musical chair with camps every time the respawn timer is up? I understand they probably had limited testing but that's pretty basic dynamics with non linear/instanced dungeons.
Well, to be fair they didn't think the game would be nearly as populated as they did. So as a general leveling matter they did expect more dungeon crawling. But yeah they certainly would've had to expect that there would be camping of specific mobs to some degree.
Rygar
06-08-2025, 12:08 AM
They literally thought the game would be entire groups of players moving through areas slowly as they explored and roleplayed. They didn't envision stuff like camping mobs. They were really surprised people sat at one spot for hours. Snare is to prevent runners. Lull and harmony are to break up monsters as you move into rooms. FD splitting and pulling was not part of the "vision" at all.
They never thought about 99% of the stuff in the game, they didn't even know what they were making at the time.
He is 100% correct here. I recall reading Brad interviews about him and the team confused on why people were content to sit in 1 spot all day in a dungeon instead of crawling around. Same with FD, I recall him saying it was intended to be a 'avoid death' situation, but when they started using it for splitting they kind of shrugged their shoulders at it. Man... they really should have made that thing a 6 min timer or something.... would be glorious.
DeathsSilkyMist
06-08-2025, 01:17 AM
People often forget how little time goes into internal QA vs. customers playing the game. If you have a QA team of 100 people (that's a big QA team), you are getting 200,000 QA hours per year across the entire game from start to finish if they work 40 hours per week. This also includes features that get cut.
If you have 50,000 players play the game at launch, they will collectively reach 200,000 hours in 4 hours after launch. Players play the game way more than the devs. That's why players find bugs and unexpected ways to play.
Jimjam
06-08-2025, 03:36 AM
Early 3d shoot em ups like Duke Nukem, side scrolling platformers like Sonic and top down rpgs like Zelda taught me in adventures to always push the boundaries of a game and find ‘secret areas’, so in any new adventure game I always try to get out of bounds/discover ‘secret areas’ in any new game, often ending up in me doing the game out of sequence (you weren’t meant to be able to climb into that area yet as you don’t have the proper item/mount/pokemon type thing).
I don’t blame it on QA, but there does seem to be a shift away from encouraging that kind of exploration.
Goregasmic
06-08-2025, 09:59 AM
The QA I've done was on single player but it was mainly about finding bugs and making sure game mechanics and menus worked. Not sure to what extent they had people actually testing the group content beyond mechanics.
DeathsSilkyMist
06-08-2025, 11:28 AM
Oh I am not blaming QA or the devs. My point is simply that players play way more hours in the first few days of a game's release than QA/devs do in the entire production. So it isn't that suprising that bugs are missed, or certain ways to play haven't been thought of.
Jimjam
06-08-2025, 01:46 PM
The QA I've done was on single player but it was mainly about finding bugs and making sure game mechanics and menus worked. Not sure to what extent they had people actually testing the group content beyond mechanics.
You also get players who enjoy bug hunting or call any strange interaction a glitch.
Eg in pokemon gen 1 there are a few bugs, but you can do most play throughs without them really being a big issue, but you get players who do ditto vs ditto matches claiming the match is a glitch (the only move ditto can do is transform, which copies the opponent’s moves and gives 5 charges to each move, so ditto vs ditto they end up just keep copying and recopying transform off each other, never running out of charges. Imo that isn’t a glitch, that is working as intended).
So yeah, players will seek out glitches and will classify things in game very openly as glitches to ‘prove a point’ about how ‘glitchy’ a game is.
Jimjam
06-08-2025, 01:48 PM
Actual forum glitch just occurred - I was quoting DeathsSilkyMist at top of page, yet it pulled a quote from a previous page. Suitably ironic!
Goregasmic
06-08-2025, 07:14 PM
My point was more that seeing the scope of the game and the ressources they had back then I'm not sure how many people they had on staff who spent significant time exping and dungeoneering and even then it was probably an empty server. With toons who get wiped all the time, I don't see why anyone would camp anything under those conditions.
Tewaz
06-09-2025, 12:33 PM
I understand the pet tracking nerf, but can we get the range increased for pets?
Right now I can't get my pet to attack mobs that are within casting range whereas before you could hit pet attack and it would attack as soon as the mob was in whatever the pet's internal range was to go attack.
Goregasmic
06-09-2025, 12:46 PM
I understand the pet tracking nerf, but can we get the range increased for pets?
Right now I can't get my pet to attack mobs that are within casting range whereas before you could hit pet attack and it would attack as soon as the mob was in whatever the pet's internal range was to go attack.
Yeah it seems like casting range at the very least would be reasonable.
cd288
06-09-2025, 02:35 PM
My point was more that seeing the scope of the game and the ressources they had back then I'm not sure how many people they had on staff who spent significant time exping and dungeoneering and even then it was probably an empty server. With toons who get wiped all the time, I don't see why anyone would camp anything under those conditions.
Yeah exactly. Plus it's a test. Your job is to explore much more in depth to find the bugs and it doesn't matter what happens to your char since it's all getting wiped. Players were also likewise incentivized to use this time to learn the terrain and the dungeons more for when they came back on their real player characters post-launch.
Once you're on your player character? I'm much more likely to just say let's sit here near the ZL and pull mobs so that we don't all die deep in a dungeon when our 56k modems crap out.
Potus
06-09-2025, 06:11 PM
I understand the pet tracking nerf, but can we get the range increased for pets?
Right now I can't get my pet to attack mobs that are within casting range whereas before you could hit pet attack and it would attack as soon as the mob was in whatever the pet's internal range was to go attack.
Yeah it's WAAAAAAAAAAY too short.
Zuranthium
06-10-2025, 11:15 AM
I'm now trying to remember exactly what pet attack range was in classic. I feel like bolt spell range? Definitely seem to remember being able to send the pet in from further than a normal spell.
WarpathEQ
06-10-2025, 12:02 PM
I'm now trying to remember exactly what pet attack range was in classic. I feel like bolt spell range? Definitely seem to remember being able to send the pet in from further than a normal spell.
Did they change the attack range with the new patch? Haven't been playing my pet toon lately
Jimjam
06-10-2025, 12:43 PM
I'm now trying to remember exactly what pet attack range was in classic. I feel like bolt spell range? Definitely seem to remember being able to send the pet in from further than a normal spell.
It was less than bolt. I think slightly less than nuke. Maybe 3/4 or 7/8 of it. Janky faded memory.
Zuranthium
06-10-2025, 03:15 PM
Less that normal cast range doesn't sound correct. I'm not sure exactly, but even from Level 4 at the steamfont kobold camp I seem to remember being able to send the pet to attack the kobold up on the hill, outside of normal cast range, while I was still sitting down in front of the camp.
loramin
06-10-2025, 04:12 PM
Less that normal cast range doesn't sound correct. I'm not sure exactly, but even from Level 4 at the steamfont kobold camp I seem to remember being able to send the pet to attack the kobold up on the hill, outside of normal cast range, while I was still sitting down in front of the camp.
According to one classic post (that I found with Dolalin's amazing classic EQ research tool (https://www.project1999.com/forums/showthread.php?t=439677)), the correct distance is:
>>> > Anyone run across similar behavior? I am pretty sure that in both
>>> > instances, legal targets were targetted, and the response from the
>>> > pet did not indicate otherwise. It's just distance. The mob you're
>>> > targetting is out of a set distance the pet won't cross. I do
>>> > believe it's somewhere between 150-200 units. When you or the mob
>>> > walks into this range the pet will attack and even
>>> follow the mob out of this range then. So order your pet to back off
>>> unless you want it to jump the mob as soon as possible. :)
Unfortunately, I have no idea how big an EQ unit is (and of course, some more research to confirm that number would be nice too).
Jimjam
06-10-2025, 04:34 PM
Less that normal cast range doesn't sound correct. I'm not sure exactly, but even from Level 4 at the steamfont kobold camp I seem to remember being able to send the pet to attack the kobold up on the hill, outside of normal cast range, while I was still sitting down in front of the camp.
Thats cos npcs use x axis only, whereas PCs check vector. The hill makes it out of range for the spell, but still in range for the pet, despite the pet nominally having a shorter range than the spell.
Goregasmic
06-10-2025, 08:07 PM
According to one classic post (that I found with Dolalin's amazing classic EQ research tool (https://www.project1999.com/forums/showthread.php?t=439677)), the correct distance is:
Unfortunately, I have no idea how big an EQ unit is (and of course, some more research to confirm that number would be nice too).
Casting range is usually 200 for a lot of spells. Possibly tied to the Location system which is what, 1 = 1feet? Not certain but it looks about right.
Potus
06-11-2025, 03:33 PM
It should be whatever the sight range is for the player character, because this entire nerf was to prevent people from not scouting NPCs that were up. You can see a mob in the distance and click on it, then you should be able to add it to your pet's aggro list so they'll attack it.
Goregasmic
06-11-2025, 03:53 PM
It should be whatever the sight range is for the player character, because this entire nerf was to prevent people from not scouting NPCs that were up. You can see a mob in the distance and click on it, then you should be able to add it to your pet's aggro list so they'll attack it.
Sight range is what, 400, 500+? You don't need LOS for pet attack to work meaning in zones like HS it would probably let you scan the entire zone still and places like Lguk you could scan most if not all dead side. Would probably work strategically elsewhere with good positioning.
200 feels like a good compromise.
Zuranthium
06-11-2025, 05:55 PM
Thats cos npcs use x axis only, whereas PCs check vector. The hill makes it out of range for the spell, but still in range for the pet, despite the pet nominally having a shorter range than the spell.
There are plenty of times I sent pets to attack in flat areas though, from seemingly my max spell range. Especially on Necro that was the typical thing (cast snare from max distance while sending pet). The pet only using X axis would explain why it sometimes could be sent from further than a spell would cast at, but I don't think it should be shorter. Maybe I'm misremembering a little and snare actually had to land first and the MOB run up a bit before the pet would attack, but that feels wrong.
The distance between you and your pet for it to respond to commands was definitely shorter than cast range during early EQ, but that range got doubled sometime in 1999.
Deadlight
06-13-2025, 09:25 AM
Nilbog: Ry'gorr Messenger's respawn time increased.
To what??? I've been sitting here over an hour waiting for a mob to spawn that instantly runs to his despawn point less than a minute away... This is not a great change lol
Gobgob frum Grobb
06-13-2025, 11:00 PM
Nilbog: Brew Barrel, Standard Forge, Kiln, Pottery Wheel no longer exist in Grobb.
WTF how are newbie trolls supossed to tradeskills now what kind shit is this? I know lets check forums/internet from 22 years ago and look and see theres no tradeskills in grobb, everyone knows back then there was patch every week in eq there was tradeskills grobb please fix
Nilbog: Pordopa, Korgarg Swillchugger, Helgara Dirtcarver, Kerplooe Dirtcarver, Blergerda, Gretamog, Blergagg, Garklog, Vynugga no longer spawn.
Agreed.
Dunno what the point of this is, makes tradeskilling as a troll even harder than it was.
You just made alchemy pretty much off-the-table for a troll shaman by removing one of the vendors that sold components for alchemy (items unique to each vendor).
Doesn't add anything to the game - just makes it 10x more irritating, have to buy on one toon in good zone with good vendor faction and then character transfer somehow to the troll shaman alchemist, ... just creates a whole bunch of irritating unnecessary hoops to jump thru'.
Goregasmic
06-13-2025, 11:15 PM
Nilbog: Pordopa, Korgarg Swillchugger, Helgara Dirtcarver, Kerplooe Dirtcarver, Blergerda, Gretamog, Blergagg, Garklog, Vynugga no longer spawn.
Agreed.
Dunno what the point of this is, makes tradeskilling as a troll even harder than it was.
You just made alchemy pretty much off-the-table for a troll shaman by removing one of the vendors that sold components for alchemy (items unique to each vendor).
Doesn't add anything to the game - just makes it 10x more irritating.
Tradeskill in this game is batshit stupid. Every time you want to do a combine in freeport the stuff is scattered in 3 different zones and if you want to jewelcraft fuck you, half the gems are on the otherside of EC even though there is a gem seller in NFP. As if this game wasn't time consuming enough already.
TL;DR don't blame nilbog blame brad for being a cunt sometimes.
Gobgob frum Grobb
06-13-2025, 11:21 PM
TL;DR don't blame nilbog blame brad for being a cunt sometimes.
The same demon in hell that inserts the pineapples up Marx, Lennin and Stalins butts on an hourly basis is gleefully awaiting Brads arrival.
Zuranthium
06-14-2025, 01:26 AM
The game's zones were itemized by different people, so there's no logic to most of it.
That said, I'm in favor of not every town having every item. Adds local color to the world. Although unfortunately, trade skills were mostly underpowered in EQ.
Troll Shaman still have a hometown Alchemy vendor though, I'm not sure why that person said it's off the table for them. Grabah is supposed to have herbs for "Stat, Aura and Blood of Wolf potions", according to EQ Trader data from the era. Ogguk isn't far away and should have the rest of the ingredients.
Bazerker73
06-15-2025, 09:29 PM
Removing the regular forge from Grobb, and removing vendors that sell blacksmithing materials from Oggok? Whyyy?!?!
As a lowly Ogre SK trying to train blacksmithing I have to run to Grobb to buy materials, then run back to Oggok to do the combines. Seems a bit ridiculous.
Jimjam
06-16-2025, 02:23 AM
I liked how human cities had the most developed tradeskill infrastructure. Seemed a good trade off for being blind and having crap stats for most classes :)
Praz Brad!
lydia9121
06-18-2025, 03:36 AM
Thanks for the update!
Really appreciate the effort to bring consistency to the Plane of Hate Mini rules. The clarification regarding abuse of double invis and aggressive tagging is especially welcome — it's great to see steps being taken to reduce RMT-driven behavior and improve fairness for regular players.
It might be helpful to have a brief FAQ or example list in the future, so players (especially newer ones) can better understand what specific actions are considered violations.
Thanks again to the team for actively maintaining the integrity of the game!
Zumok
06-23-2025, 01:33 PM
Nilbog: Pordopa, Korgarg Swillchugger, Helgara Dirtcarver, Kerplooe Dirtcarver, Blergerda, Gretamog, Blergagg, Garklog, Vynugga no longer spawn.
Agreed.
Dunno what the point of this is, makes tradeskilling as a troll even harder than it was.
You just made alchemy pretty much off-the-table for a troll shaman by removing one of the vendors that sold components for alchemy (items unique to each vendor).
Doesn't add anything to the game - just makes it 10x more irritating, have to buy on one toon in good zone with good vendor faction and then character transfer somehow to the troll shaman alchemist, ... just creates a whole bunch of irritating unnecessary hoops to jump thru'.
Please Fix Rogean
loramin
06-23-2025, 01:55 PM
Look in the upper-left corner: see where it says "Project 1999: Classic EverQuest"?
That "classic EverQuest" part is never going away, no matter how many people complain. If you don't like how the alchemy items ... or any tradeskill items ... or anything else ... work, then you should blame the Verant developers back in '99. The goal of this place (except when it comes to Enchanters) is to make the game like it was back then.
Croco
06-23-2025, 02:02 PM
Look in the upper-left corner: see where it says "Project 1999: Classic EverQuest"?
That "classic EverQuest" part is never going away, no matter how many people complain. If you don't like how the alchemy items ... or any tradeskill items ... or anything else ... work, then you should blame the Verant developers back in '99. The goal of this place (except when it comes to Enchanters) is to make the game like it was back then.
Well said. Hopefully they can start working on these items and make them more classic.
https://wiki.project1999.com/Non-Classic_Compendium
Deathrydar
06-23-2025, 02:24 PM
Look in the upper-left corner: see where it says "Project 1999: Classic EverQuest"?
That "classic EverQuest" part is never going away, no matter how many people complain. If you don't like how the alchemy items ... or any tradeskill items ... or anything else ... work, then you should blame the Verant developers back in '99. The goal of this place (except when it comes to Enchanters) is to make the game like it was back then.
/applause
Zekayy
06-23-2025, 02:38 PM
Look in the upper-left corner: see where it says "Project 1999: Classic EverQuest"?
That "classic EverQuest" part is never going away, no matter how many people complain. If you don't like how the alchemy items ... or any tradeskill items ... or anything else ... work, then you should blame the Verant developers back in '99. The goal of this place (except when it comes to Enchanters) is to make the game like it was back then.
Except p99 is far far from classic there were no FTE's back in 99 or 2000, but Zumok is right about them having a patch every week, and they did eventually add those back
Warspoon
06-30-2025, 12:45 PM
Nilbog: Ry'gorr Messenger's respawn time increased.
To what??? I've been sitting here over an hour waiting for a mob to spawn that instantly runs to his despawn point less than a minute away... This is not a great change lol
This. If increasing respawn is needed to prevent undesired behavior, that is fine. The fact that he de-spawns so quickly now makes the Coldain Ring quest significantly more difficult. Is it possible to eliminate the de-spawn mechanic to compenate?
cd288
06-30-2025, 01:15 PM
This. If increasing respawn is needed to prevent undesired behavior, that is fine. The fact that he de-spawns so quickly now makes the Coldain Ring quest significantly more difficult. Is it possible to eliminate the de-spawn mechanic to compenate?
If the timers reflect what they were in the classic era then I would not expect them to be changed.
The Coldain ring quest should be significantly difficult. Ring 10 is an awesome item.
Warspoon
06-30-2025, 04:16 PM
Agreed, however my assumption is it was changed to stop folk from turning in hundreds of Invasion Plans for faction farm.
Fingurs
07-01-2025, 03:01 PM
Agreed, however my assumption is it was changed to stop folk from turning in hundreds of Invasion Plans for faction farm.
THis resulted in me losing a ring 8 turn in once, as someone turned in like 30+ and I got trained and Gloradin was killed.
nilbog
07-01-2025, 04:19 PM
Ry`gorr messenger respawn time was increased based on research. If you feel that it is bugged, please create a bug thread and it can be further discussed.
WarpathEQ
07-01-2025, 04:28 PM
Agreed, however my assumption is it was changed to stop folk from turning in hundreds of Invasion Plans for faction farm.
Damn don't know why I never though of this, I saw someone that was mass spawning and AoEing them all dead, was always wondering why, I thought he was farming orc fang earrings and frozen orbs to sell. Faction makes a lot more sense.
Although the invasion plans are not lore so its still possible to do that strat, just takes a bit more time to farm the inputs.
Goregasmic
07-01-2025, 04:52 PM
Damn don't know why I never though of this, I saw someone that was mass spawning and AoEing them all dead, was always wondering why, I thought he was farming orc fang earrings and frozen orbs to sell. Faction makes a lot more sense.
Although the invasion plans are not lore so its still possible to do that strat, just takes a bit more time to farm the inputs.
There's only one and even with short spawns it was only 10 faction per turn in. Any sort of organized giant killing activity in GD would churn out better faction.
Or turn up at ring war during double faction weekends.
Talvalk
07-02-2025, 05:29 PM
I am not able to get in. Error says Globa Load.txt needs to be updated. Any ideas on how to fix this?
chillybob
07-14-2025, 12:00 AM
Crystal Spiders, Crystal Golems, Crystal Gargoyles all classic earth models?
https://cdn.mos.cms.futurecdn.net/M6fJm46XtR7HqYN9a5DSpc-1200-80.jpg
So whats the deal with these mudmen and stone gargoyles in my icy labyrinth
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