#31
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These are not game changing mechanics really (pretty much everything Ele posted today). If you want this piddly crap fixed, download the source and do it yourself.
Not trying to be rude but the number of developers are few and there is a ton of higher priority items on the list ... velious, red99 fixes, and teams99 new server .. | ||
Last edited by Chronoburn; 09-20-2013 at 05:44 PM..
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#32
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#33
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#34
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Needs to go, make it so!
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hello i'm cucumbers
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#35
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#36
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bump
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#37
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I endorse this change, definitely OP in coth chains and such. Was a major struggle in classic EQ, having to camp out a bunch since groups got bugged. People would lose pets, get disconnected, etc.
I will say though, staff has taken a soft stance on some things such as not putting in the 70% slow on wavecrasher initially (which was unresistable) for sake of having OP items in the multiverse. Maybe a blind eye will be turned to this as well?
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Wedar - Level 60 Grandmaster <Azure Guard>
Check out my Zone Guide to The Hole The Hole wiki now fully updated and accurate: Hole Wiki Page | ||
#38
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The implementation of the /makeleader command has nothing to do with game play and is in fact compatible with P1999 "spirit of classic EverQuest" mission statement.
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#39
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It could be a small part of a bigger puzzle. Imagine if monk sneak pull mechanic was nerfed along with this (so that monks actually need coth on pulls, instead of just being used to bypass mobs), leader going LD could cause slow downs and issues with monk being stranded. I get it, its something that should have launched day 1 if devs thought it through... but part of classic is dealing with some of the laughable oversights, helps to make EQ vintage and put a splash of hard mode in there.
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Wedar - Level 60 Grandmaster <Azure Guard>
Check out my Zone Guide to The Hole The Hole wiki now fully updated and accurate: Hole Wiki Page | |||
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