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Old 12-28-2016, 08:10 AM
Dolalin Dolalin is offline
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Default Classic issue: NPC Casters shouldn't be casting most of the spells that they are

Hey guys,

Since I started on P99 I recall NPC casters not working the same as I remembered them on Live back in the day. Specifically, they are much harder and cast a variety of spells that they classically did not.

I was not able to find anything in the Bug forum on this so please point me to an existing thread if you know one.

I couldn't find specific patch evidence to support this change, as it seems not to have been mentioned in the notes. But I have tracked down several extensive threads about the changes, and they seem to have been made in the June 6th, 2002 patch, obviously outside of this server's timeline.

Quote:
06-06-2002, 01:04 PM
One of the big things in the last patch was the AI enhancment and I haven't seen anybody bring it up here.

Some items from my personal experiences last night.

1. Frogs in Sebilis now have the Ice Comet nuke.. I was hit by more than 1 IC in the short time i was there last night.

2. Chetari in Dragon Necropolis. I have hunted here before and never encountered the spells that some of the rats were casting last night. People were getting hit with EBolt, Splurt, root, snare, debuffs. Made for a much more interesting trip that's for sure.

I am also an avid reader of the safehouse since my primary alt is a level 60 rogue. Some input from posts there like....

1. Revenants (Enchanter mobs in PoH) are casting Tash, chain AE stunning, and Mezzing PC's

Basically everything I have been reading on caster mob ai suggests that they have recieved a monumental damage upgrade in their spells.. often casting even the higher level spells from subsequent expansions. The mobs in OS and HS must have been camping their velious spells during server downtimes...

so now caster mobs can melee like warriors and chain cast their classes best spells. I have directly heard reports from friends in game mobs using alot more AE spells like Tears of Prexus(600x3 ae rain). When they do this near other mezzed mobs that mez is broken.

while it is still too early to tell, and I am sure additional balancing will be forthcomming regarding mob AI... it appears that caster mobs have gotten seriously upgraded.

IMHO, this certainly plays to our clerical skill set since not only more healing will be needed, but things like chain stunning will be more worthwhile.

opinions or personal experiences?
Quote:
06-08-2002, 07:53 PM
Lady Nevederia charmed our Main tank tonight. Thats always fun
Quote:
06-11-2002, 12:25 AM
As Alan's already said, the driving idea behind these changes to NPCs is to make them more interesting to fight. Previously, especially toward the high end, it's no secret that many caster NPCs were considered free targets. They spent the majority of their time casting ineffective spells, and frequently the same ones over and over again.

Originally, they were given exemptions to the normal spellcaster rules to make up for their shortcomings. It only makes sense that the average NPC should be a challenge for the people who can gain experience from its demise. However, we think it should instead feel like they're playing from the same rulebook as player spellcasters.

Making them challenging within a similar framework to the one that players use, we feel, provides for more rewarding victories. Conversely, let's face it, the argument, "Of course NPCs cheat -- They're NPCs." really doesn't make anyone feel better when they've just gotten themselves obliterated. Yes, dying is painful, but doing so in a fair fight is much more tolerable.

None of this is an attempt at "Making EverQuest Universally Harder." We'd like our NPCs be a little smarter than they were previously, yet an encounter with them should still feel challenging, but fair.

In last week's patch we introduced a significant enhancement to the "Challenging" half of that, which from observations on the Test server appeared to be mostly fair. However, we feel confident enough in the NPCs' newfound strengths that we've taken a look at some of the special bonuses that they get just for being an NPC.

With that in mind, we've internally tested some changes to address the "Fair" half, and they'll be available for public testing on the Test server over the next few days, in the hopes of reaching a balance between player and spellcasting NPC. Ideally, we would like to have a balance which leaves them a challenge; something to be mindful of, but not inordinately unfair.

There are some that we're still internally debating, but we all agree that we'd like to see them in action in front of a wider audience before we make any final decisons.

NPCs are now bound by the same Line of Sight rules as player characters. (An NPC must be able to "see" you to hit you with a spell.)

Neither NPCs nor player characters will use mana on targeted spell casts that do not connect due to Line of Sight.

NPCs are now bound by spell casting distance rules. Meaning, an NPC's spell will no longer connect from halfway across the zone. (We want spellcasters to be challenging -- Not a deathtrap that a person has no ability to run away from.)

NPCs now have a chance to be interrupted by normal combat when casting newer spells.

NPCs that are extremely green have had their potential casting damage reduced using a similar mechanic to the one that player characters' level differences use.

NPC Wizards no longer have an inherent bonus to their fire and cold based spells. They appear to be doing just fine on their own.

Most NPCs that had previously had their spellcasting level inflated to make up for poor spell selection have been brought back into line with their actual level.

NPCs no longer automatically get free access to rarely dropped spells, such as Garrison's Superior Sundering and Funeral Pyre of Kelador.

We've begun looking at NPC pure caster hit points and melee damage, and will continue to watch how this plays out over the coming weeks, making adjustments in some cases. Some adjustments are already visible on the test server.
Even this balance may not yet be where we'd like it, but please rest assured that it will continue to be tuned. Most of us enjoy playing the game as well, and what we would like to see in our own playtime is NPCs that are a reasonable challenge.

- Scott Hartsman
Source:
http://www.eqclerics.org/forums/showthread.php?t=5657

A 'fix' for this NPC caster AI enhancement (it seems to have led to some casters casting Luclin spells like Funeral Pyre of Kelador) went out on June 12th, 2002, and is visible in the patch notes:

Quote:
------------------------------
June 12, 2002
------------------------------

** NPC Spell Caster Changes **

- NPCs are now bound by spell casting distance rules, meaning that an
NPC's spell will no longer connect from halfway across the zone
- NPCs now have a chance to be interrupted by normal combat when
casting newer spells
- NPCs that are much lower level than their target have had their
potential casting damage reduced using a similar mechanic to the one
that player characters' level differences use
- NPC Wizards no longer have an inherent bonus to their fire and cold
based spells
- Most NPCs that had previously had their spellcasting level inflated
to make up for poor spell selection have been brought back into line
with their actual level
- NPCs no longer automatically get free access to rarely dropped
spells, such as Garrison's Superior Sundering and Funeral Pyre of
Kelador.
Source:
http://everquest.allakhazam.com/hist...es-2002-1.html

So, it seems NPC casters should not be casting things like root, debuffs, snares, etc. They should be like "warrior mobs with a few spells", ie small nukes.

Anyone care to help me follow up on this? We don't have classic caster AI on P99 right now, it would be great to document and fix it.
Last edited by Dolalin; 12-28-2016 at 08:35 AM..
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Old 12-28-2016, 09:10 AM
Dolalin Dolalin is offline
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I found the original patch message (oddly Alla didn't have it, or I'm just blind):

Quote:
June 5th, 2002 3:00 am
------------------------------

** Acrylia Caverns **

- The Chieftain has gone on a vacation. We're retuning this encounter, and beg your indulgence while we work on it.


** Spells **

- Fixed magician summoned focus earrings
- Characters on horses are no longer immune to Ignite Bones
- The Shadowbond series of spells can no longer be dispelled by the Necromancer
- Nature's melody and Song of the Deep Seas should now stack with Dance of the Blades


** Items **

- Added 'focus' effects to over 150 existing items
- Mischievous Chainmail armor is now Dwarf wearable (for those lil Bristlbane worshipin' dorf rogues)
- Changed several of the new cultural chain skirts from Leg slot to Waist slot
- Keys for Veeshan's Peak, Sleeper's Tomb, Vex Thal are now no-drop on the Firiona Vie server
- The key to the Plane of Air should now disappear when the character leaves the plane
- Fixed Sifaye, Owlbear Feather, Grimling fang and Rockhopper talon darts to use the Throwing skill rather than the Archery skill
- Added a 4 second casting time to Golem Metal Wand
- Added a 3 second casting time on Egg Shaped Pumice
- Added a 4 second casting time to Oil of Fennin Ro
- The effect from Hammer of the Sun (Dawncall) now has a longer range
- Fixed it so you can't fire fishing grubs with a bow (we know this had a lot of you worried...)
- Smithed Acrylia Chain and Plate armors are now magical


** NPCs **

- NPC casters should be a little bit smarter now. They will choose their spells a little more carefully.



** Quests **

- Arbogast and Miller should be responding properly now
- Sir Lucan's skeleton should be available again
- Fixed spawns in the Grey for Beastlord Epic
- The Neriak Initiate Breastplate recipe should now work
- Freeport Monk Guild Master Klom Jyson should be responding now
- Made several adjustments that should fix issues with the 10th ring war


** Tradeskills **

- Made some changes to the General Blacksmithing difficulties to make the progression in this trade skill more logical and to allow for more variety in that path
- Added more than 200 smithing recipes
- Enchanted Clay is now stackable
- Sheet of Fiery Metal, Essence of Fire, Imp Blood, and Fiery Temper are now stackable
- Enchanted HQ Ore can now be worked into rings, jointing, sheets, bricks, and blocks in a standard forge


** Pet Changes **

With this patch we've made some rather sweeping changes to the way pets work.

- Pets will not attack mesmerized creatures. Pets basically treat mesmerized NPCs as if they were dead
- Pets are neutral to NPCs. Monsters will not attack pets first unless the pet is being aggressive to something
- Pets take 75% of the experience from a creature if no player does damage to that creature
- Pets take ZERO experience from a creature unless no player does damage to that creature
- The exception to the above rule is Dire Charmed pets, which will take a share of the experience scaled by the amount of damage they do. In most situations (with an active party, for example) the Dire Charmed pet will not take experience. Like all pets, they will take 75% of the experience if no PC does damage to the target. As long as a player does damage to a creature, a Dire Charmed pet will never take more experience than it used to.
- Charmed NPCs will now respond to the /pet report health command
- /pet sit down command should now work on charmed NPCs
- Fixed a bug that was preventing reclaim energy from working on Magician Epic pets.


** Miscellaneous **

- Fixed a bug that was causing a person that logs out with "damage shields: OFF" to be unable to see damage shield even when they turned them back on
- Fixed a problem that was causing crashes when /following someone on a horse if they went out of
range
- Fixed a bug that prevented targeting an invisible NPC from horseback, even with See Invisible

- The Everquest Team
Source:
http://www.eqclerics.org/forums/showthread.php?t=5619
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Old 12-28-2016, 10:52 AM
Dolalin Dolalin is offline
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Quote:
06-06-2002, 03:45 PM
Prepatch casters: Though as a Warrior (more HP, often more melee damage), with some spells.

Postpatch casters: Though as a Warrior (more HP, often more melee damage), with, apparently, a greater variety of spells (better ones) and an "intelligence" to use them effectively.

Note that NPC casters are better at channeling than PCs, or at least that seems to be the case.

I believe that with this unnecessary "AI enhancement" Verant made NPC casters totally overpowered. To be fair, they should decrease HP, melee output and AC of caster NPCs - at least of your common yard-trash NPC caster who one hunts for exp.
http://www.eqclerics.org/forums/show...68&postcount=7

More comments on the change.
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Old 01-04-2017, 03:34 PM
Dolalin Dolalin is offline
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I've managed to track down further, even more specific evidence.

Here's a post from 2 days after the patch, June 8th 2002, regarding Froglok Krup Wizards in Seb, that they now cast Ice Comet (and presumably didn't before):

http://everquest.allakhazam.com/db/n...10235667672307

Frog krup wizards (and below) in seb casting Ice Comet, at least, is therefore non-classic. Again, I suspect this also applies to pretty much all their various debuff and root/dispell spells, but I will keep digging.
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Old 01-04-2017, 07:25 PM
lurk lurk is offline
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I thought this was a well known bug that players just gave up on carrying about. There is evidence of the npc spell change every where. It was a big deal when it happened
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