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View Full Version : Miscellaneous: Issues I Would Pay to Fix


maultar
04-14-2010, 01:03 PM
1. Neriak has a lack of medium quality ore. Sold at Treven Ru`Soe @ 52, -904, -38, Inside Adamant Armor Neriam Commons this is for things like the small tower shield uses a folded sheet of med qual ore, water, smithy hammer etc.

2. High Quality Ore to drop from gobs in sol a, be sold wherever it should be sold in cities. Again to make simple items like a Silvered Mace (a smithable magic weapon to hit mummies with)

3. Making a Block of Ore from 3 large bricks of ore a water and hammer eats the hammer. I lost 10pp for hammer because of this.

4. Group consenting. When someone is consented that is lost when either the person consented zones or dies and zones due to that or when the consenter logs off or zones. Once consented always consented for corpses that existed at the time of consent on live.

5. Nektulos Forrest starting point on death is on the EC side of the bridge and SHOULD be on the hill by the noob log and Neriak entrance. Noobs get killed on way back from being killed by bears, shadow wolves, skeletons etc.

6. Noob log spawns are better but still include tree snakes and normal skeletons and should have more decaying skeletons and fire beetles.

7. Don't know if this came later but the hill past the noob log in nek ( past the road) does not have leatherfoot scouts. I remember those beating my ass back in 2000

8. Neriak Third Gate, Maiden's Fancy, basement at the bar, the chicks on the bar usually dance when given a gold piece. They currently say I cannot use this.

Thanks a ton appreciate everything.

Taluvill
04-14-2010, 01:06 PM
4. Group consenting. When someone is consented that is lost when either the person consented zones or dies and zones due to that or when the consenter logs off or zones. Once consented always consented for corpses that existed at the time of consent on live.


Add guild consent to that too. I'd actually prefer guild consent over group consent tbh

maultar
04-14-2010, 01:10 PM
That feature might not have been classic though.

President
04-14-2010, 02:14 PM
5. Nektulos Forrest starting point on death is on the EC side of the bridge and SHOULD be on the hill by the noob log and Neriak entrance. Noobs get killed on way back from being killed by bears, shadow wolves, skeletons etc.


One of the Dev's stated in another thread that this couldn't get fixed. Apparently some of the races have a bug where no matter where you set their starting location they respawn at the "safe point" in the zone.

Droxx
04-14-2010, 02:23 PM
4. Group consenting. When someone is consented that is lost when either the person consented zones or dies and zones due to that or when the consenter logs off or zones. Once consented always consented for corpses that existed at the time of consent on live.

This is a big one for me. You were able to consent people that weren't even online. I'd always have level 1 rogues placed strategically in case I died somewhere that I couldn't get my corpse. I'd consent my level 1 rogue, and go fetch myself. Due to it dropping on logging or zoning, this isn't possible.

maultar
04-14-2010, 08:30 PM
What do you say Nilbog, will a couple double sawbucks take care of this?

nilbog
04-15-2010, 03:57 PM
What do you say Nilbog, will a couple double sawbucks take care of this? No charge :P

1. Neriak has a lack of medium quality ore. Sold at Treven Ru`Soe @ 52, -904, -38, Inside Adamant Armor Neriam Commons this is for things like the small tower shield uses a folded sheet of med qual ore, water, smithy hammer etc.There is an open thread (http://project1999.org/forums/showthread.php?t=268) about this guy. Can anyone provide further information? I think I have have exhausted my resources.

2. High Quality Ore to drop from gobs in sol a, be sold wherever it should be sold in cities. Again to make simple items like a Silvered Mace (a smithable magic weapon to hit mummies with)
Just need some evidence or something. Does this look accurate?
http://eq.magelo.com/quick_search.jspa?keyword=quality+ore

3. Making a Block of Ore from 3 large bricks of ore a water and hammer eats the hammer. I lost 10pp for hammer because of this.Well. The recipe for block of ore (http://www.eqtraders.com/items/show_item.php?item=4485&menustr=035000000000) doesn't show you need a hammer. When I tried the 3 large bricks and a water flask it worked normally. If this is not classic, please repost with specifics if possible.

4. Group consenting. When someone is consented that is lost when either the person consented zones or dies and zones due to that or when the consenter logs off or zones. Once consented always consented for corpses that existed at the time of consent on live.This is a source issue. I have listed it for the source developers. But, now that I re-read it, are you saying you should be able to consent your whole group, or guild? Cause that is not classic and will be removed.

5. Nektulos Forrest starting point on death is on the EC side of the bridge and SHOULD be on the hill by the noob log and Neriak entrance. Noobs get killed on way back from being killed by bears, shadow wolves, skeletons etc.Not entirely sure why this doesn't work. I have looked into this myself. It doesn't read the database coordinates of where dark elves should spawn. I also tried replacing the safe coordinates within the zone to where a dark elf *should* spawn. No luck. We redid the coordinates for most every race/class combination, but for some reason Nektulos forest is different.

6. Noob log spawns are better but still include tree snakes and normal skeletons and should have more decaying skeletons and fire beetles.I didn't play a dark elf.. so, please be as specific as possible. I added a lot more spawns in and around the log. Did I add enough? You're saying no skeletons or snakes path by the log? Also, should these npcs be pathing over the log, or just around it?

7. Don't know if this came later but the hill past the noob log in nek ( past the road) does not have leatherfoot scouts. I remember those beating my ass back in 2000These were reported in beta to be removed. I will return them if anyone can prove they should exist.

8. Neriak Third Gate, Maiden's Fancy, basement at the bar, the chicks on the bar usually dance when given a gold piece. They currently say I cannot use this.Fixed for next patch.

JaVeDK
04-15-2010, 04:28 PM
for some reason Nektulos forest is different.

Just brainstorming here, but could this in any way be connected to the fact that Nektulos are one of the zones (along with the Arena and Lavastorm) that were modified?

Once you have completed Step 5 there are additional modifications you must make to play on Project 1999 without any problems.

After completing the Guide above, you must make a few modifications to your Everquest files. Navigate to your Everquest Titanium folder and move the following files out of the folder (Preferably create a new folder named "Backup" to put them in):
arena.eqg
arena_EnvironmentEmitters.txt
lavastorm.eqg
nektulos.eqg
Nektulos_EnvironmentEmitters.txt

Then download the following file and extract into your Everquest folder, overwriting any files if it prompts you to:
Http://www.project1999.org/files/eqchanges.zip

nilbog
04-15-2010, 04:38 PM
Most likely. I'm not sure what could be the problem. I have spent some time looking into, as well as others.

guineapig
04-15-2010, 04:54 PM
8. Neriak Third Gate, Maiden's Fancy, basement at the bar, the chicks on the bar usually dance when given a gold piece. They currently say I cannot use this.

Fixed for next patch.

I see where your priorities are! ;)

maultar
04-15-2010, 05:25 PM
I agree group consent and guild consent is NOT classic. But /consent bill should allow bill to drag my corpses that exist at the time of /consent and also allow him to drag then as long as they exist no matter if he or I log out.


No "skeleton"s or "tree snakes" passed by log. Tree snakes are too tough for noobs and so are "skeleton"s decaying skeletons are fine. I also think if you remove those two from the mix adding more decaying skellies and fire beetles would help. Decaying skeletons also need the rusty rate increased please. In classic from what I remember they did path over the log, as annoying as that was.

As for the ore I can play ball and go to rathe or log in an alt and do a trade with my wife and her char. I know that was classic but in the interest of saving time why not throw in some vendors? I mean we have autocombine and recipie favorites etc, those were not classic. Classic had you manually entering in all the ingredients one at a time. So until that is changed, adding an ore vendor in evil cities is no better or worse.

nilbog
04-15-2010, 05:28 PM
I mean we have autocombine and recipe favorites etc, those were not classic.Don't mistake unfixable client issues with "working as intended". If there was a way for me to remove these things, I would. If a method is presented to disallow these, we will use it.

maultar
04-15-2010, 09:34 PM
Is there a way you can make it so that just the experiment window comes up only? That's pretty much how it was. Can't believe I'm suggesting ways to make life harder but again, classic is classic.

Dabamf
04-16-2010, 06:36 AM
I recall no skeletons ever agroing newbie log area. They were further away on and usually to the left of the big hill. The log was swarmed with the lowbie spiders and fire beetles usually, with some moss snakes and decaying skellies mixed in.

maultar
04-16-2010, 08:46 AM
I recall no skeletons ever agroing newbie log area. They were further away on and usually to the left of the big hill. The log was swarmed with the lowbie spiders and fire beetles usually, with some moss snakes and decaying skellies mixed in.

What Dabamf said.

Zephys
04-16-2010, 11:23 AM
Yeah the log had more noob spawns like moss snakes, fire beetles, spiders, and decaying skeletons.

Regular skeletons and Tree snakes would be both out of place and hellish.

Xumosa
04-16-2010, 09:10 PM
yep from what i remember lvling at newbie log there was definatly no skeletons or higher lvl mobs there, just noobie stuff and some of it did path over the log but none of the kos stuff did

and i do recall the halflings kicking my ass once i explored a lil further passed the log too, i know for sure there was a group down the river on the ec side of bridge and im fairly certain there was a group on nek side of bridge up on the hill but i cant confirm that in anyway as im not positive

Azureblaze
04-16-2010, 09:23 PM
What people have been saying about the newbie log I remember as well. No just "Skels" were there , it was more lowbie mobs. (fire Beetle, Decaying skels)

Plus what has been said about the halflings : I remember them as well. I can't say however if the halflings were always there from the start of classic.

Humerox
04-17-2010, 12:02 AM
Think the roaming halflings came later. But yeah...skellies were up the path a bit from the newb log.

Secrets
04-18-2010, 07:54 AM
Don't mistake unfixable client issues with "working as intended". If there was a way for me to remove these things, I would. If a method is presented to disallow these, we will use it.

I'll look into disabling autocombines on the server today :D

It's just an opcode I can return on likely.

maultar
04-18-2010, 05:20 PM
Hey I never saw the dancing girl fix on the patch notes yesterday, was she fixed?