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  #11  
Old 06-30-2012, 11:35 AM
Slave Slave is offline
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Mobs on P99 are significantly faster than mobs were in Classic. It is known.

Add to that the gigantic player hitboxes from the rear, tiny mob hitboxes from the rear, mobs casting SoW on other mobs in dungeons (they only ever cast it on themselves if they could), and other strange mechanics and the complaints roll in.

Personally, I find I can deal with everything else now that the mobs take time to turn while changing direction while fleeing. Nilbog really came through on that aspect.
  #12  
Old 06-30-2012, 11:47 AM
kaev kaev is offline
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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
..., mobs casting SoW on other mobs in dungeons (they only ever cast it on themselves if they could), ...
That's a lovely unsupported claim you have posted there sir. I shall counter with a matching claim that in the "classic" game mobs cast SoW on other mobs in dungeons at least as frequently as they do now on P99. Note that I provide exactly the same support for my claim as you do yours.

Also, when are they gonna fix this annoying server bug?
  #13  
Old 06-30-2012, 12:02 PM
Lazortag Lazortag is offline
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Originally Posted by Charms [You must be logged in to view images. Log in or Register.]
It's because Bards used to swarm kite or some shit like hell with the actual snare and runspeeds.

Yet they still do it!!! So why it was changed is really beyond anyone's comprehension, because it's a fucking retarded change to "prevent" one class from doing something they can still do, while hindering every other class that relied on a CLASSIC mechanic.

+1 guys, bravo.
No, things were changed because they are classic. Bards were made to be able to swarm kite last patch, and they've been able to aoe kite for a while. If the devs had a problem with this they wouldn't have nerfed every other class to fix it, that's silly. Moreover, they would have probably fixed Bards once it was made very clear that they can still aoe kite.

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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
Mobs on P99 are significantly faster than mobs were in Classic. It is known.

Add to that the gigantic player hitboxes from the rear, tiny mob hitboxes from the rear, mobs casting SoW on other mobs in dungeons (they only ever cast it on themselves if they could), and other strange mechanics and the complaints roll in.
Faster when fleeing or when running? It's been said numerous times that mobs on eqmac flee at roughly the same speed as mobs here. Regular runspeed is accurate too, you can strafe run or run/jump to get away from any non-sowed mob but running in a straight line will get you killed just like in classic. I haven't noticed any problems with hitboxes so they can't be that bad. As for mobs not casting SoW on other mobs, you should look for evidence on that. I tried to find evidence in either direction on the everlore archives but I feel stupider after reading most of the comments on there.
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Giegue Nessithurtsithurts, 60 Bard <Divinity>
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Lardna Minch, 18 Warrior

Project 1999 (PvP):
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  #14  
Old 06-30-2012, 12:08 PM
Tewaz Tewaz is offline
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Wait, swarm kiting is fixed? Lazortag, please respond.
  #15  
Old 06-30-2012, 12:32 PM
Danyelle Danyelle is offline
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Originally Posted by Hollywood [You must be logged in to view images. Log in or Register.]
Danyelle you seem to be often very quick to play devil's advocate in a lot of discussions that claim something is wrong with the server - all the while you're the one without the 'evidence' to support your claims.

It's quite obvious to those of thus that were there in 99, 00, 01 and on and on that a mob on low health(depending on mob type..use goblin for example) would flee slower than at higher health (just like players). Yet now, they intermittently flee at slow speed, half speed, normal speed and full speed.

Additionally, their animations don't always match.
You get cases where the mob is moving slow in relation to your movements, however their huffin and puffin their legs and arms like some small old guy trying to power walk.

Now let's talk bout the amount of times a mob changes direction. The only time a mob should change direction when fleeing is if the server recognizes an immovable object in the mob's path. When the mob reaches it, it turns or adjusts it's position.

On this server, especially after the last patch, mobs turn randomly and frequently for no reason when they are low health or fleeing.

Face it, the server has errors and until people can provide evidence stating otherwise, they won't change a thing. We're both saying the same thing, but it's not unreasonable to let people post their thoughts and findings on events in the game, whether in the bug forums, petitions or general chat.

If the GMs spent as much time listening to community feedback about the bugs, as much as they sit in zones while we raid on 'raid nights' the server might actually get a bit more stable and consistent.


Out of curiosity what was the date of this 'patch' you saw that mentions a universal change in monster flee speed.
I'm fully willing to admit if the server does something wrong. You don't see me holding back when I call them out on the 4 month IP exemption queues and the horrible effects that has on the population do you? I happen to think this is a situation where they aren't really wrong. They are off a tad, and I mentioned that as well. Mobs are a bit faster here. Also as Slave said, the hit box. But I don't think it's as monumental a situation as many people make it out to be.

And I said I could not find a patch that universally changed runspeed on Live. Hence why, what you see on Live, or EQMac, today can logically be assumed to be the same as it was from release. Something of that magnitude they would have put in the patch notes.

Also, I too played in 1999. Dunno if you were insinuating I didn't lol. I too, have memories of how mobs fled from me. Having started out as a (gimp and shitty) ranger, then moved up to (glorious masterclass) mage, I saw both ends of the runspeed spectrum.

If you want, I can log on Live (I'd say EQMac but my toons there aren't appropriate level to test anything lol) and FRAPs their speed. Then we can work together sifting through patch notes on Alla etc to see if there was some sort of global speed change that would result in what I captured to be different than what was during Classic. Just let me know.
  #16  
Old 07-01-2012, 03:18 AM
Splorf22 Splorf22 is offline
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Originally Posted by Tewaz [You must be logged in to view images. Log in or Register.]
Wait, swarm kiting is fixed? Lazortag, please respond.
+1
  #17  
Old 07-01-2012, 03:56 AM
douglas1999 douglas1999 is offline
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Yes, everyone's memory is foggy and different from one another's. That is understood and agreed upon by most rational people who play here. Now, does ANYONE remember mobs turning and running from you at full speed, using the same running animation that they use when you pull them? Say you pull a mob and it runs at you at 100% speed. Then you fight the mob for a while, and at about 20% health it turns and runs away at 100% speed again. This was how it worked? In the game that I played for three years and literally never remember seeing a mob do that once ever?
Last edited by douglas1999; 07-01-2012 at 03:59 AM..
  #18  
Old 07-01-2012, 04:27 AM
Harrison Harrison is offline
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Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
Yes, everyone's memory is foggy and different from one another's. That is understood and agreed upon by most rational people who play here. Now, does ANYONE remember mobs turning and running from you at full speed, using the same running animation that they use when you pull them? Say you pull a mob and it runs at you at 100% speed. Then you fight the mob for a while, and at about 20% health it turns and runs away at 100% speed again. This was how it worked? In the game that I played for three years and literally never remember seeing a mob do that once ever?
^This.

Mobs didn't run away this fast, when snared. (Excluding movement speed buffs)

But the root of the problem is in the longstanding bug that is impossible (as yet) to fix given the technical restraints we have using the client we do, etc.

If they bump down the mob's movement speed even the smallest increment possible given in Emu, they will be too slow. That is unacceptable moreso than them running too fast.

Anyone claiming that mobs are moving the same speed as they did in live are flat out lying, or wrong. This is a longstanding identified issue with the server that can't be corrected yet. Not accurate.
  #19  
Old 07-01-2012, 04:34 AM
Razdeline Razdeline is offline
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Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
Yes, everyone's memory is foggy and different from one another's. That is understood and agreed upon by most rational people who play here. Now, does ANYONE remember mobs turning and running from you at full speed, using the same running animation that they use when you pull them? Say you pull a mob and it runs at you at 100% speed. Then you fight the mob for a while, and at about 20% health it turns and runs away at 100% speed again. This was how it worked? In the game that I played for three years and literally never remember seeing a mob do that once ever?
I do remember mobs running this fast at 20% and gradually declining. If you want a good reference just go onto EQMAC, and do it there. Mobs run speeds were not changed up until that point (its locked in PoP).

That being said, I cant say how the running worked with snare, I *think* when you snared a mob that was running it automatically stopped, regardless of health (when below the 20% threshold).
  #20  
Old 07-01-2012, 11:22 AM
Lazortag Lazortag is offline
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Originally Posted by Tewaz [You must be logged in to view images. Log in or Register.]
Wait, swarm kiting is fixed? Lazortag, please respond.
Yep, I've tried it on Spirocs and Raptors in TD and it works just fine. The mobs don't even need to be kos to you. I don't think they need to be social either.
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
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