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  #91  
Old 04-17-2011, 02:36 PM
Trapp Trapp is offline
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Btw check this for old patch notes. http://www.waringmcmarrin.com/?page_id=50
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  #92  
Old 04-17-2011, 02:37 PM
Jify Jify is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
That's not what the fix does. Sorry to burst everyone's bubble, but the bug was that KOS mobs would totally ignore like-factioned charmed pets. Swarm kiting is a different (though related) issue. I even asked.
Damn. I was all happy. 8(
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  #93  
Old 04-17-2011, 02:37 PM
Denzal Denzal is offline
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Quote:
Originally Posted by Kraftwerk [You must be logged in to view images. Log in or Register.]
From Allakhazam (albeit 08-14-2004) (http://everquest.allakhazam.com/db/c...9043974&page=1)



"Your level 24 pets can dual wield if you give them 2 one handed weapons. At level 39 they'll dual wield with or without weapons in their hands. "


From magecompendium mirror site eq summoners underneath one of the pet's info (Albeit from 2004-2005 as well) (http://www.xalmat.com/eqsummoners.co...q1index.html):

"Level 39 - Lesser Summoning: Fire

New Ability: Dual Wield Without Weapons"


So is the removal of pet dual wield something that is then added again later? And if so, when was this removed on the original timeline and when was it added again on the original timeline, since pet's do have the ability to dual wield innately going into post-Kunark era.
I remember pets dual wielding in kunark without having to give them items
  #94  
Old 04-17-2011, 02:40 PM
Kraftwerk Kraftwerk is offline
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Quote:
Originally Posted by Trapp [You must be logged in to view images. Log in or Register.]
Btw check this for old patch notes. http://www.waringmcmarrin.com/?page_id=50
Thank you, question answered. Went into the patch notes here and found exactly what I was looking for:

November 29th, 2000 3:00 AM -

"- Higher level Magician, Necromancer, and Shadowknight pets now have
the ability to dual-wield without being handed weapons. The calculation
used to determine whether or not this ability exists takes several
things into account, but for the most part 39th level and above summons
(higher for the Shadowknight) will have this ability. It is possible
that you could get a “good” 34th level pet that will, or a “bad” 39th
level pet that will not have this ability. "

So basically pets are given this ability back 7 months after Kunark release. Meaning our pets will be able to dual wield innately again in about October here on P1999.
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  #95  
Old 04-17-2011, 02:42 PM
Slave Slave is offline
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Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
Too bad so sad. Chain petting was extremely overpowered.
It was so overpowered that I was almost able to match group experience while solo.
  #96  
Old 04-17-2011, 02:43 PM
Splorf22 Splorf22 is offline
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I played a mage on live and I always seem to remember giving my pet weapons. Although that was a LONG time ago and the abovementioned sword of runes bug made for some decent extra damage. IIRC I was still able to solo the Allizewsaurus in OOT by chaining the 49th earth pet and Lava Shield.

If any class gets the beat down in this patch though its clearly enchanters. Every time we mez a >50 mob we have to memblur or root now, and both of those options suck: even paralyzing earth barely lasts at all on ~50 mobs, and even recurring amnesia only works 85% of the time and has a 30 second recast. Not to mention when charm breaks I am usually at the top of the hitlist (I've done the parsing and rogues and monks do outdamage the pet, but they are evading/fd'ing), so without taunt that's basically a 'pray for color slant' scenario.

Speaking of charm, the duration is reduced in this patch, although I don't know whether its a large or small change. Seeing as how Haynar said charm has been completely recoded from live (I read the eqemu code and charisma is worthless there among other things) this is pretty much a developer decision and I'm not sure why they changed their minds. One enchanter claimed that people were charming nameds and owning the zone with them, but its kind of hard for me to believe that. I tried charming the King once and he was only able to kill about 3 of his guards before dying (berserker spirit came too late and cost me a Crown of Froglok Kings!) Should enchanters be able to solo the king room in Guk? Probably not.

But that won't be a problem any more, because I see 'Critical Resists for Lull' changed. IIRC on live Harmony and Lull were all worthless because Sony realized that the ability to fight mobs one at a time made the game about 30 times easier. So while I understand this is classic, I don't understand why it wasn't done a year ago.

So over the past month my poor enchanter is a shell of his former self. Some of the changes are unquestionably classic but its going to be hard being a buffbot. Unfortunately I think part of the problem is that when you design a game to be hard, with the monsters stronger than the players, then by definition you cannot include cool abilities which significantly manipulate the super-powered mobs.
  #97  
Old 04-17-2011, 02:43 PM
Gugmo ravesalot Gugmo ravesalot is offline
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Quote:
Originally Posted by Dagner [You must be logged in to view images. Log in or Register.]
I want to prelude what I'm about to say with I'm very thankful for all the hard work you Devs put into the game to make it an enjoyable place.

With that being said, the nerf to warrior taunt wouldn't be such a big deal if the agro for them was different. Any warrior (and yes, if you played during the actual release of kunark, you would know this without a doubt) use to be able to use weapons like lamentations, jade maces etc to hold agro just fine.

If you take warrior taunt away (what limited agro they have now besides relying on proc'ing weapons) they will become horrid.

I think everyone can agree that if you're going to go by the book and take away taunt like this (which is totally acceptable and understandable) then please look into (asap) getting warriors back on par agro-wise with being able to tank without the reliance on proc'ing weapons.
  #98  
Old 04-17-2011, 02:50 PM
letsdance letsdance is offline
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of course they never said so, but i always considered the taunt for mobs above 50 a bugfix. they simply forgot to remove that cap from the game when they made kunark and then fixed it.
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  #99  
Old 04-17-2011, 02:52 PM
Loly Taa Loly Taa is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
Have to consider bard epic spawns as well.
The first mention of An Undead Bard on ZAM isn't until April 19th, 2001

http://replay.waybackmachine.org/200....shtml?id=6415

Ahhh here we go. Epic quests were modified in this patch;
http://www.tski.co.jp/baldio/patch/20010314.html

March 14th, 2001

Epic Quests:

As part of the Plane updates, we've made several adjustments to Epic quests for a number of classes. Previously, questers of many classes were put in direct competition with regular non-questing adventurers for a few coveted
spawns. In these cases, a new step has been added to separate the "Epic Encounter" NPCs from the "Epic Quest" NPCs.


For those who are mid-quest, all quest requirements have remained the same. In other words, if you turn the same items into the same NPC, the same reward applies. What has changed is that some components may be in a different location from where you expect them. It is recommended that you check with the last NPC in line or other adventurers to find where you need to go next.

The Undead Bard did not exist until this time, March 14th, 2001- so, by this logic we can know that Trak was a 3 day spawn because when those DKP logs were made there was no such thing as An Undead Bard, this is backed up by it not showing up on Alla until April of 2001, and by the patch notes I've posted above.
  #100  
Old 04-17-2011, 02:59 PM
Shiftin Shiftin is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
I'm willing to believe that my interpretation of the evidence is wrong, but not until somebody actually responds to my post instead of just bringing up the same evidence I've already refuted.
I'm trying not to go to R&F levels but you haven't refuted anything. You've pointed out that EQ had a lot of patches. We know.

You can also use the LOS archives since those were updated almost daily by tiggle during kunark / velious. You can also look at all of the EQ class boards that are still archived / running (some of which have been linked to in the bugs section). You also have a boatload of us who actually killed Trak on live during the kunark time frame.

All of these things point to trak as a 3 day timer. None of these things or any concrete evidence points to trak as a 7 day timer.
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