Project 1999

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-   -   Spells: Root and Snare still not stacking (/forums/showthread.php?t=77285)

Slave 06-21-2012 12:58 PM

Root and Snare still not stacking
 
We are now well past the point in the timeline where these were reverted to normal:

Quote:

- Root and Snare are now seperate effects (Jan. 9)

2001, Jan 9 - http://www.tski.co.jp/baldio/patch/20010109.html

Root and Snare:

Root-type spells and 'snare' type spells now use a separate spell effect.

Previously, 'Root' spells would overwrite any snare effect upon the target. When the root would wear off, the target began moving at full speed. With this change, when root wears off, snare will still be in effect. This has a few added effects on the other end.

For instance, root will no longer cancel SoW or Journeyman's Boots effects. It also allowed us to correct a long-standing bug that was allowing bards to cancel root on themselves by playing Selo's Accelerando if Selo's was in effect at the time that the bard was rooted. As mentioned in a previous patch where the first part of this bug was fixed, this was not the intended effect.

Barkingturtle 06-21-2012 01:14 PM

January 9, 2001 is post-Velious release.

Slave 06-21-2012 01:27 PM

That is neither here nor there. We have played long enough with experience penalties and nerfs that were quickly removed. We should be past the point of class-based exp penalties now, and there should even be bonuses:

Quote:

http://pc.ign.com/articles/090/090095p1.html
Massive EverQuest Changes
There's a whole lot of shakin' going on in EQ including a lot of experience changes.
January 16, 2001
by IGN Staff

As promised, the EverQuest team is up to the challenge of always listening to customers and improving the game so that everyone can have fun. In this vien, Associate Producer Gordon Winn revealed a heap of upcoming changes that will likely make a lot of people happy.

"Many of these changes are quite involved in regards to their implementation, and as such we want to be sure that everyone interested understands them." The letter goes on to state. "Alan "Absor" VanCouvering will be happy to answer any questions that you may have on the EverQuest Message boards. Until then, we sincerely hope that these changes will help all players, whether "uber" or "causal", experience and enjoy EverQuest to their greatest potential."

So what kinds of changes are in the makings for the latest patch? Here are but a few of what goodies to expect:

Classes no longer have a true class-based experience penalty, making it easier for people to play the class that they want to play, rather than the class that they feel compelled to play due to faster advancement.

Race based penalties are no longer shared with the group, and in truth are not severe enough to greatly impact the advancement speed of any particular race. Even the race with the worst penalty will level no slower than a human monk does now, and in truth will level faster due to the other changes that went in.

The grouping bonus increase, in addition to the other changes, makes grouping much more efficient, without reducing the current efficiency of soloing for those who prefer that route.

Experience modifiers turned up in the other zones should encourage people to spread out, have more fun, and allow those staying behind in other areas to have more fun themselves since the area is less crowded.

All players, assuming that they have an experience penalty, or ever group with anyone who does, will level faster.

For a more complete listing of changes and alterations, you can take a look at the posting on the EverQuest boards, for the complete skinny.
And then people wonder why the population is declining? If they are still working on content, at least try unnerfing dots and exp as had already been done long ago by this time in the progression on Live. Nobody wants to play with broken mechanics for another year.

maximum 06-21-2012 01:50 PM

Quote:

Originally Posted by Slave (Post 670416)
We are now well past the point in the timeline where these were reverted to normal:

No, we are not. We are still in 2000 pre-Velious era.
http://wiki.project1999.org/index.php/Timeline

Slave 06-21-2012 02:41 PM

Quote:

Originally Posted by maximum (Post 670442)
No, we are not. We are still in 2000 pre-Velious era.
http://wiki.project1999.org/index.php/Timeline

Yes, we are. Because Live players didn't have to put up with nerfed spells and experience nearly as long as we have already.

Kers 06-21-2012 02:55 PM

you also had to pay for live

mwatt 06-21-2012 03:28 PM

As much as I hate the root/snare "nerf", I think you are barking up the wrong tree. The theme of the server is based upon emulating the Everquest experience during a certain set of classic "eras" of the original. The RL timeline needed to accomplish the progression between these classic eras is not pertinent to the emulation as it must be created here. It's hard enough recreating the original experience. You can't possibly expect them to follow the same basic duration of each era.

kanras 06-25-2012 12:10 AM

Timeline is measured by (P99ExpansionRelease + (LivePatchDate - LivePrevExpansion)) not (P99ServerOpening + (LivePatchDate - LiveServerOpening)). That's the goal, at least. So the root/snare update will ideally be 1 month after velious release.


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