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Old 07-29-2014, 08:21 PM
Derubael Derubael is offline
Retired GM


Join Date: Aug 2013
Location: Cabilis East, in the northwest corner of the zone-in from Field of Bone
Posts: 5,009
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Originally Posted by Teako [You must be logged in to view images. Log in or Register.]
I personally enjoy the constant obsession with "fixing" working things, i.e. the UI in the namesake of "classic";

however, we completely ignore the ten mile long bug forum of things that are not implemented, not fixed, and have huge citing for.. Perhaps we could focus on things that actually matter..
Something important to remember is that the things that actually matter are what Nilbog says actually matter. That's not to say players aren't allowed input, but in the end this is his project and will go in the direction he wants it to go regardless of how anyone else feels. It's done us pretty well up to this point, and isn't likely to change.

It's a free project that no one gets paid for running, and we have a surprisingly quick turnaround time on fixes when things get broken in patches. You're citing UI fixes as taking up too much time (or being a waste of time, or w/e) but completely ignore the ridiculous list of changes that go into each patch. It's much more than UI fixes.

Sirken is calling you out because this whole post has an air of entitlement to it - "this is what ACTUALLY matters, guys, I know because I'm <whatever your name is>" I'll get to your list in a minute, but the way you presented it had you come off sounding like an ass.

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I.e. sneak/hide working anywhere close to classic.
This has been hashed and rehashed a hundred times. If you can provide evidence sneak/hide wasn't working properly, please do so and try to show us how it is supposed to be working. A lot of research went into the sneak/hide change before it was enacted, and AFAICT no one has been able to contradict that so far.

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Pet exp penalty should've been removed months ago by timeline.
If I'm not mistaken I was just reading this bug report and that's a post-Velious change. It was done around the time hybrid penalties were removed.

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Mob movement speed being so ridiculous that many players are quitting due to not being able to exp.
I haven't seen this or heard mention of it until today. If there isn't already a bug report up someone should make one and be as detailed as possible as to which mobs are running faster than others. The way that mob run speed is set makes it hard for individual mobs to bug out their run speed. If it's just mobs pets that are running too fast, that makes sense. As far as overall mob run speed goes for most mobs I see in the game, it's just fine - same pace as player speed. Snare's work great too.

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Monk epic doesn't show.
Yes it does:

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Coin being undroppable.
Intentionally disabled for a number of reasons.

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Autofire ruining Ragefire week after week.
If you think someone is using autofire, petition it with as much evidence as you cna gather. Ragefire is already a shitshow each week - there is nothing we can do about that part, there will always be people spam clicking to turn in the pearl. That's just the way it is on this server.

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Spell book meditating until you actually learn "Meditate" and can auto-med.
Nilbog would love to have spell book meditating until level 35 in the game. It's something that has been worked on/on the list for some time.

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Maybe we could get working resist caps (255).
Fairly sure this has been looked at for a while, but it's more complex than just setting resist to 255 max.

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Or perhaps working AC..
Find a dev post explaining how it worked in classic so we can replicate it. It's a complicated formula that has multiple factors (avoidance, level, hardcap etc) and we know our AC code doesn't work like Live's did. I'd love to see a properly working AC code, but no one knows exactly how it was supposed to work in Classic. We've even talked to former EQ devs to try and find out, but the code was changed so many times back then it's almost impossible to nail down whats right and whats not.

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I could even go so bold as to say fix the current outrageous resists that happen(My 60 druid can't root a level 30 HG for full duration) - which is another crucial part that's making low level casters either reroll, or quit - Spells SHOULD stick on reds rarely, yellows sometimes, whites 50/50, blues most of the time, and greens every time.. But they don't, not even close. Currently it's so broken I had to retire my wonderful ranger alt because I couldn't land a flame lick on a dark blue after literally 22 straight casts(I was 32, mob was a pond mob in MM). -
Resists need minor tweaking at best. RNG seems to be not liking you.

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THEN we can focus on frivolous UI changes that can't be forced clientside due to "Classic" EQ being UI mod-able.
"we"? [You must be logged in to view images. Log in or Register.]

To wrap up this stupidly long post I wrote while eating a snack, most of the things you listed are either finished, being worked on, or pending evidence (which you can go help accomplish right now!) You are certainly titled to your opinion, but we love the shit out of our development team, and would appreciate that you thoroughly research your concerns before bringing them to light, and remember to present them in a respectful way.

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