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#21
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"Project management 101" indicates a few key activities have to take place for the success of any project, among which ressource allocation and setting up a list of the priorities are critical (usually No1 and 2 on the list). Factor in the fact that something that looks trivial from the user's point of view might actually be a nightmare to sort out when you look into the programing aspect, and vice versa. Factor in that they work on a software with a massive yellow line they must not overstep if they don't want to face legal issues (in summary the fix to some problems will never happen because of it). Factor in that these guys are working with limited ressources on something that takes a lot of time on top of their day job. Now look at the great picture: I am confident that problems like the one you mentioned or pet automatically dual wielding are on the to-do list... among 1000 other things. As frustrating you might feel it is, they most likely have bigger fish to fry for now. They do have a public to satisfy and I'll try to give an example of priorisation as the dev probably see it (but the list could go on and on and on and on): 1- How unbalancing is the problem you mentioned to the game (compared to how the game originally was)? Although it is a notable difference, we are not talking of a complete different game here. - How easy is it to fix? That I can't tell you but I assume that if it was easy, it would have been done a while ago. - How many people are moaning about it? On the other hand: 2- How many people manifested the desire to have a red server? - How complicated is it to make a second server when you've already made one? Probably not very much. My simple mind makes me think that it is mainly a matter of copying what has already been done and test the PvP aspect; I doubt it is as complicated as recreating a server from scratch. Obviously my exemples might lack finesse (especially in term of technical difficulty analysis but I'm not an IT person) but they should suffice for my purpose: we have a choice to make between 2 things to do, one is in high demand, not the other, none of them is game breaking. Step into the dev's shoes: which one topic shall they work on? Not everything can happen like everyone would like to: you can't please everyone and you just have to do your best. I think most people will agree that Rogean, Nilbog and the rest of the team have proven they are good at that. If you can't accept that the dev team is working with all these constraints, there is a rant and rave forum. On the other hand if you can understand this, then you can only do like the rest of us and enjoy your stay here and keep on giving feedback and bug report, just don't give the impression that you are ranting and raving when you do so. Edited: English is not my mother tongue so I hope my post doesn't sound harsh or aggresive. It is not meant to be and I apologise if you feel the contrary, I'm just trying to put things into perspective. Regards, Nagash/Petitpas
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Last edited by Nagash; 11-01-2011 at 02:21 PM..
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#22
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#23
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http://www.project1999.org/forums/sh...t=30935&page=2 That was late March so maybe the devs have changed their minds on the issue since then. I don't know, but I can hope.
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#24
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What I remember is classic: give pets weapons, they now do damage of the weapon but delay is never affected. The benefit: give your pet a weighted axe. Bam. hitting for 90 at pet delay instead of weapon delay. | |||
Last edited by Samoht; 11-01-2011 at 04:52 PM..
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#25
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As far as delay, it only affected the pet if it's delay was lower than the pet's natural delay. Low delay weapons are always lower damage than the pet itself (well except maybe at newbie levels) so only the delay affected them. High damage, high delay weapons only made the pet do more damage. Nobody is asking for evidence of pet delay in that thread. Pet users from back then all know this is how it worked. Give a higher level pet two summoned mage daggers and it hits faster for the same damage each hit. Give a lower level pet a two-handed weapon and it does more damage with the same innate pet delay. Weighted axes won't make a pet swing slower, but they will increase it's damage. Summoned daggers won't lower a pet's damage, but they will lower it's delay. I don't remember it being nerfed, or how the nerf worked. At that point I was playing a warrior almost exclusively. Anyone know what the post-Kunark nerf did?
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Last edited by MrSparkle001; 11-01-2011 at 04:57 PM..
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#26
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![]() The consensus was that:
Classic - Pets hit faster with lower delay weapons. Around Kunark release - The same nerf that took away pets hitting faster via low delay weapons also gave them the ability to hit harder with high damage weapons. So, yes, they missed the window on the low delay thing, but as of now we should be in line with how pets use weapons.
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Jorg Shaman
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#27
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![]() This server is not based on what you think you know, its based on what you can provide proof of.
Find proof of your claims and you may get a better result
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<< Nester the Molester - 60 Rogue >> << Hassel the Hoff - Druid of the 55th Grind >> << Kassel the Koff - Monk of the 52st Train >> | ||
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#28
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Stop your bitching and play smarter. Arguing points that have already been discussed is a burn of playing time. P1999 is as close to classic as any server here. Due to its timeline and difficulty at fixing modifying certain aspects of the code it is not perfect. If you STILL need to beat this dead horse I have a suggestion:---> Go play hello kitty island adventure with Butters.
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"Death is certain, life is not."-Unknown
"When in doubt, burn it to the ground!"-Me | |||
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#29
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The general idea of my post remains valid though and I just hope you can have as much of a blast as I do every time I log [You must be logged in to view images. Log in or Register.] Nagash/Petitpas
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#30
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That leaves no wiggle room. I'm looking through EQ patch history to see when pet weapon delay was nerfed and this added, because I saw that someone in February 2001 said pet delay was removed sometime before then (very last post on the page): http://everquest.allakhazam.com/db/item.html?item=3579. Like I said, by then I was playing my warrior almost exclusively so if it was indeed eliminated I missed it. Maybe someone else will have better luck than me in finding this removal in the patch notes: http://everquest.allakhazam.com/history/patches I can't find it. I can't find mention of weapon damage affecting pets or weapon delay not affecting them. It has to be before February 2001, or else what is that guy talking about? Quote:
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Last edited by MrSparkle001; 11-01-2011 at 05:36 PM..
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