#11
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I cannot locate any Lower Guk screenshots from 2000-1 era to prove/disprove the faction hits. However, I did find this awesome thread with tons of Classic screenshots: http://www.fohguild.org/forums/scree...9-ginvite.html
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Amax MNK / Amalgamax ROG / maximum Begging (227) EQ Map Archive (1,000+ images) P99 Wiki • EQ Patch Chronology | |||
Last edited by maximum; 07-20-2012 at 12:01 PM..
Reason: foh
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#12
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Quote:
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http://www.ttlg.com/forums/showthread.php?t=5614 Basically, he is trying to raise his TheFreeportMilitia faction, but once he reaches MAX faction with the primary faction hit of a quest, he stops receiving the proceeding faction hits. So basically, he needs to lower the primary faction (CoalitionofTradeFolkIll in this case) in order to continue to gain TheFreeportMilitia faction from the quest. This was dated before the patch notes quoted. So it is entirely possible all hits in the world would behave this way until the 6/27/2001 patch in the timeline. That would mean if you never hunted undead frogloks, you would receive Undead hit + Live Frogloks gain, but once you bottomed UndeadFrogloksofGuk (I'm guessing that is real easy to do) you would cease to gain LiveFrogloksofGuk faction. If this is the case, could definitely have implications on refresh server (if you wish to accept this evidence or even implement this 'bug' at all). It could definitely affect where you hunt, quest, etc. It certainly fits the patch message of 'impossible to raise certain factions' if the only way to raise Live Froggie faction was to kill Undead Froggies, but impossible to get non KoS to Live frogs due to faction floor on Undead. Entire post listed here in case link stops working at some point: Edit: Thinking on this, I wonder if only certain situations made this faction bug / hit relevant. I'm not recalling seeing only 1 hit in places like crushbone or mistmoore, but I never paid much attention... will try to find some old faction guides.
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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 | ||||
Last edited by Rygar; 06-08-2018 at 04:07 PM..
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#13
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Quick follow up on this, not sure if it was ever discussed or fixed internally for refresh... but found another note confirming the froglok faction, but from a previous patch:
http://www.ttlg.com/forums/showthread.php?t=5794 11/29/2000: Quote:
This is mentioned in the 11/29/2000 patch note, same time as above post: http://www.tski.co.jp/baldio/patch/20001129.html Quote:
So if you don't plan to implement this faction bug on refresh then live froglok faction should be given day 1 from killing undead, but if you do implement, then it won't give until 11/21/2000 or 11/29/2000 in timeline.
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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 | ||||
#14
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Sorry to keep bumping this, just finding more confirmation as I crawl an archive:
1/4/2001: http://www.ttlg.com/forums/showthread.php?t=5087 Quote:
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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 | |||
#15
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http://www.ttlg.com/forums/showthread.php?t=5269&page=4
4/27/2001 Quote:
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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 | |||
#16
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Rygar is correct. There was a period of time soon into the Kunark launch in which the faction "caps" were implemented and this led to the original faction messages that Nilbog had linked.
The unsubstantiated rumors at the time were that someone had "rolled over" their faction by hunting in PoG until they had good faction again, and the devs were trying to fix this. In the first attempt to fix this, the devs did not implement it correctly. They were attempting to prevent anyone from gaining faction if they had too much (or from losing it if they had too little). The result was that the game would list the faction hits up until the point where one was too high/low and then stop giving the rest of the factions. As soon as it reached a faction that was not supposed to move, it just stopped the faction message. I was really big into grinding Cabilis faction at this time back in classic, so I was only receiving the message: "Your faction standing with LegionOfCabilis just got better" by giving bone chips to Mozo. This was bad because it meant that as soon as you had maxed (or min'ed) a faction, you would not receive any of the splash faction hits from doing a quest or making a kill (e.g. killing crushbone orcs would not help your Kelethin faction, even if your Kelethin faction wasn't maxed). In Nilbog's original screenshot, it gives the case for the Guk factions if the person had killed too many undead frogs. This was fixed on Jun 27, 2001 by the following patch: http://www.tski.co.jp/baldio/patch/20010627.html This fix attempted to cap the actual faction amounts rather than to prevent them from moving. Now the faction amounts would be limited to a certain range of values, and if you tried to go beyond that amount, it would give the message that your faction could not improve (or get worse). This fix also took anyone who had previously been above/below the faction cap and put them at the cap amount (for instance, my Veeshan bard whose LegionOfCabilis faction went DOWN from amiable to indifferent because he was above cap prior to the patch). The end result was that some characters became permanently KoS in certain areas (for instance, my bard was now permanently KoS to ScaledMystics). So I would like to follow up with a question of my own. When was the patch that implemented the first fix? Was it a stealth nerf? It might have been. I can only find the documentation for the second patch. | ||
#17
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I linked the 11/29/2000 patch which was first mention, but was supposedly stealth on the 11/21/2000 patch per a poster mention.
It would be really interesting to see if Devs implement this on refresh or not. I think its pretty amazing that for near 2 years on live some factions had very serious consequences as you could not ever raise them again or was a huge time commitment to raise them (see the Lucan faction hit work around mentioned earlier). Yet I'm also curious if it could lead to benefits (such as being able to max out multiple different factions such as giants + coldain + skyshrine if you put in the work). Haven't thought much on it. That is how life was back in the day. Do you mimic it or fix it? It would certainly hinder faction builders such as Aalderon (Perhaps his 'Bixie' faction would not be possible to get to Ally? or perhaps more work to increase goblin faction in order to continue getting Bixie off of kills?). Makes the world have a bit more consequences to consider, but is kind of a cheesy programming thing (as is the known bug of 'rolling over' factions for a period, such as going 'too KoS' would roll you over to Amiable or whatever).
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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 | ||
#18
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On that note, the final cap implementation itself allowed things that were not previously possible. For instance, now one could "trash" a faction only to fix it later. This was not previously possible. If you trashed a faction before the cap, it would go too low to ever reasonably fix (e.g. Militia). But after the cap, everyone who had previously trashed their Militia faction was placed at the low cap, making it at least feasible to grind it back up.
Not sure if Aalderon and I have yet come to an agreement about whether or not that Bixie faction hit was classic... | ||
#19
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Quote:
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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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