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Old 06-29-2011, 09:49 AM
Aadill Aadill is offline
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Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
There are many "features" of live server that are actually considered "fixes". Hence why you left full hp/mana in game on ding, considering you only ding 60 times in a lifetime, it's worth the reward. The cool swirl particles when you level up. Tell queues while zoning. The interface being used. How when you root, dots do more damage, and handing back items to you if you accidentally gave it to a npc and didn't finish everything. Even giving the users the option of the luclin textures (well, more so not preventing the use of it)
First of all some of those things don't even happen, other things are related to client changes, some are just common sense, and some have no relation to anything that the administrators of this server can even control.

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
That said, there are a few minor issues that are "fixes" that should be implemented (fixes as opposed to features):
Making blind demands is kinda laffo and really sets the tone for even reading this post.

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
* Root should not override snare. This can also lead to foul gameplay .. someone roots the mob so snare breaks, etc. You shouldnt have to choose.
This is following the timeline of the server. Root and Snare functioned this way from Classic to Velious. Look it up in the patch notes available here:
http://www.tski.co.jp/baldio/patch/20010109.html

JANUARY 9, 2001
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.

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
* Spirit of Scale , you should be grouped to cast it so you dont cancel sows.
http://everquest.allakhazam.com/db/item.html?item=8574 If this is not how the spell should operate please post a bug report citing any issues with the mechanics of the spell.

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
* Spirit of cheetah should stack with other movement buffs. After you use cheetah, you are left with nothing
It's faster than SoW... that's the point. It's a run burst to get away from something, not a free superspeed run buff. Cheetahs run very fast but they don't run very long. I hate citing wikipedia but it has the most valuable information pertinent to this. See here: http://en.wikipedia.org/wiki/Cheetah

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
* You should be given the OPTION to use the new spell gfx -- you can use textures, why not gfx? Doesn't effect anyone but the user's preference. Disabling this is like forcing us to use an exact UI layout - it only effects us.
Change your spell effects files if it bothers you, it's a ton of work to rework the spell code for people that want a bunch of shiny blobs floating across their screen and also requires two separate spell files, meaning double the work and release. Currently this server provides a checksum to ensure that new players don't fuck up their spellfiles and always have the right client to be able to run on this server.

You want them to manage two for blobs of light. It affects a lot of people.

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
* Same as above, but for upgraded character models. Doesn't effect anyone else, so why not? Some people want the p99 gameplay with the updated graphics so it doesn't hurt your eyes on a massive resolution
There are ways to do it that may or may not break the game. This is perhaps the only easily fixable one that people are just against because really, they look stupid. Anyone with the opinion otherwise has been ridiculed and rightfully so. Luclin models are ugly. People are going to great efforts to recreate the models in higher resolutions without losing armor sets or animations to that play-doh bullshit that Sony released. Look it up in the technical discussion section here: http://www.project1999.org/forums/sh...ad.php?t=28572

There is also a way to get upgraded textures from the Luclin expansion pack for the original Trilogy zones. Check this thread out here:
http://www.project1999.org/forums/showthread.php?t=2482

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
* Pets and no rent items should remain 30 minutes while not in the game - this is terrible when you simply go linkdead because of a bad connection and you lose the item you've spent hours and hours obtaining. This is supposed to be fun, not lose all your work from a d/c.
No rent items DO stay for 30 minutes. Pet's don't. Pet's also don't stay when you zone. That was a feature later added for casual gamers that simply hated having to do any work. The GMs, in some instances, will reimburse lost items, so unless you go LD for an extended period of time and weeks go by before you do anything about it, usually you can get back on track.

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
* It should only give items back to you if it's not for the right quest. No multiquesting? That was a huge part of classic eq (and even live servers to this date)
All new quests, as far as I understand, have been coded using the multiquest system. Old quests, which there are a lot of, do not have it coded and will not have it coded because it requires it to be reworked by hand. If you feel up to it you can submit user changes to the source code by following directions here: http://www.project1999.org/forums/showthread.php?t=6897

Quote:
Originally Posted by xblade724 [You must be logged in to view images. Log in or Register.]
There may be related items -- this is all i can think of right now. Hotfix these and you will see one happy person.
I fixed this for you.