Project 1999

Go Back   Project 1999 > Important > News & Announcements

Closed Thread
 
Thread Tools Display Modes
  #41  
Old 04-22-2012, 04:15 PM
Akim Akim is offline
Sarnak


Join Date: Jan 2010
Location: North Carolina
Posts: 481
Default

my take-away.
the spell fx is great.
roll-back ooc or add global auction.
fix flee speed?
great work!
__________________
2014 - still alive
  #42  
Old 04-22-2012, 04:35 PM
Spudsy Spudsy is offline
Sarnak


Join Date: May 2011
Posts: 204
Default

I haven't experienced the flee fix, but it definitely WAS too slow. I don't remember it being this way in every dungeon but in seb on live release an unsnared runner was pretty much the most dangerous thing to a group.
  #43  
Old 04-22-2012, 04:45 PM
Asher Asher is offline
Fire Giant


Join Date: Aug 2010
Location: Tucson, AZ
Posts: 677
Default

Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
[*]Kanras: Faster NPC flee speed.
Gonna have to call BS on this one.

Mobs didn't flee faster during classic and if you insist on leaving this in the least you could do is fix snare so it works properly. Snare should stop a mob in its tracks as soon as it tries to run.

Asher
  #44  
Old 04-22-2012, 05:01 PM
Asher Asher is offline
Fire Giant


Join Date: Aug 2010
Location: Tucson, AZ
Posts: 677
Default

Quote:
Originally Posted by Spudsy [You must be logged in to view images. Log in or Register.]
I haven't experienced the flee fix, but it definitely WAS too slow. I don't remember it being this way in every dungeon but in seb on live release an unsnared runner was pretty much the most dangerous thing to a group.
When mobs ran faster it was because they had SoW. For some reason mobs could cast it in dungeons while PCs could not.

Asher
  #45  
Old 04-22-2012, 05:03 PM
Spudsy Spudsy is offline
Sarnak


Join Date: May 2011
Posts: 204
Default

Quote:
Originally Posted by Asher [You must be logged in to view images. Log in or Register.]
When mobs ran faster it was because they had SoW. For some reason mobs could cast it in dungeons while PCs could not.

Asher
They have sow here too, but they still (used to) flee slow.
  #46  
Old 04-22-2012, 05:05 PM
Asher Asher is offline
Fire Giant


Join Date: Aug 2010
Location: Tucson, AZ
Posts: 677
Default

Quote:
Originally Posted by Spudsy [You must be logged in to view images. Log in or Register.]
They have sow here too, but they still (used to) flee slow.
I guess slow is relative. IMO, the flee speed is fine.

Asher
  #47  
Old 04-22-2012, 05:17 PM
Spudsy Spudsy is offline
Sarnak


Join Date: May 2011
Posts: 204
Default

Quote:
Originally Posted by Asher [You must be logged in to view images. Log in or Register.]
I guess slow is relative. IMO, the flee speed is fine.

Asher
The frame of reference is live and the flee rates weren't right with respect to live. Sow'd mobs running unsnared should take off like a rocket. Leveling an Sk there, I typically only got groups as a snarer and I got VERY familiar with the duration after wiping a group or two due to snare falling off just as the mob ran. I remember fighting mobs in very specific spot where they'd get social agro through walls to avoid mobs running. It was a really big deal on live and it's not here. I'm not commenting on what makes for a better game, only making a comparison to classic.
  #48  
Old 04-22-2012, 06:45 PM
Paumad Paumad is offline
Sarnak

Paumad's Avatar

Join Date: Mar 2011
Posts: 306
Default

Bard invis/ Selo of Travel is brokeneded. New song tick won't refresh and cause a "you are already invisible" message then fade.
__________________
Fauss Noth - lvl60 Baguette whisperer
  #49  
Old 04-22-2012, 07:24 PM
Slave Slave is offline
Banned


Join Date: Mar 2011
Posts: 2,339
Default

The only reason that mobs used to flee at higher speeds on Live is because they began fleeing at higher health on Live. Here, they used to start fleeing at like 15 or 16% life. On Live, they used to flee at 20% or above. When you go below 20% health, your run speed begins to decline.
  #50  
Old 04-22-2012, 07:51 PM
Lickum Lickum is offline
Sarnak

Lickum's Avatar

Join Date: Apr 2010
Location: Yakima, WA
Posts: 214
Default

Quote:
Originally Posted by arsenalpow [You must be logged in to view images. Log in or Register.]
yup, tmo snagged maestro right in front us and pulled him to zone with no adds - gotta keep up with the joneses
That doesnt sound to me like it was very nice of them to do.
__________________
Lickum 51 Troll Shaman
Goldteeth Redshoes 54 Erudite Enchanter
Darkrush 51 Dark Elf Necromancer
Powerful 51 Iksar Monk
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:04 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.