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#41
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I was wondering what the hell happened to channeling recently. Why isnt this posted on the front page
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#42
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#43
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Why does this get "fixed" when so many other unclassic things remain?
You will see, Nilbog - that this "fix" is way overcranked. If a mob hits you 4 times after you start cast, you have to win 4 rolls to succeed. 4 is a very low number. Often times my toons will get hit 10-12 times between casts. As it is, I have to recast Screaming Terror /Root on my necro 3-4 times before it succeeds if im being hit mid cast. And that's at level 60, versus a mob 10-15 levels lower than me. Why aren't other classic changes being implemented, that are clearly documented and widely known to be how things operate - yet this does get implemented? Why can we change group leaders with /makeleader, or see item links, or why do we have rooted dragons - yet this channeling thing gets "fixed" Are you just cherry picking items to fix? I don't get the reasoning of changing some things to be classic to "get closer" to the true classic experience.. and at the same time implementing very non-classic changes as "Quality of Life" improvements. It's either all of one or the other, no? | ||
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#44
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I don't think it goes past that or really needs any additional scrutiny. | |||
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#45
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Nilbog, if it's not terribly complicated, would you consider having this chance to interrupt scale linearly as you get hit wherein an internal counter resets on either spell interrupt or spell completion through random distribution?
For example, if you need to make a 90% chance roll, the initial hit during a cast would have a 1.5% chance to interrupt, the second hit 3%, then 4.5% until the spell is interrupted or completed where the counter resets. This gives you an average number of attacks of 10, no different than a roll but much less vulnerable to lucky/unlucky streaks. It's a lot more stable of an output than just a roll, and doesn't result in massive streaks. I think this will have a much better desired effect on the gameplay than a roll on each attack. Not opposed to the idea of fixing channeling in this manner you suggested, works but a fair bit blunt. | ||
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Last edited by usmcjdking; Yesterday at 02:51 AM..
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#46
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The only way you'll see your (or any) suggestions implemented is if you bring proof that that's how it worked in '99-'01 ... like the hard working researchers in this thread did.
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
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#47
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Is this how you amass 11k posts? Just respond to anything written, irrespective of who it is addressed to? Nilbog quite literally posted that he has a proposed idea which is inherently non-classic, but is closer to the interpreted information from classic which is STILL incomplete and/or unknown. I simply stated, if given an unclassic change, that using non-geometric distribution would observably fit his vision better. | |||
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#48
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My proposal is the same as what was available from the aforementioned client decompile in the OP, which was also compared against the Kunark decompile, and the results are essentially the same. What is being proposed is not inherently non-classic. What currently exists was 'made up' by solar from eqemu like 20+ years ago. It worked fine for the time, but with real information available, not using it, to me, is more inherently non-classic.
That being said, we are actively testing this and reviewing. That is why you haven't seen a 'Fixed, pending update.' | ||
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Last edited by nilbog; Yesterday at 08:48 PM..
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#49
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#50
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Idiots. Please dont annoy the devs who makes your sandbox game possible.
Im sorry but this crybaby bullshit is annoying me, and im not even the target. Nilbog and Rogean must work in childcare IRL. All Im sayen. | ||
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