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Message ID: 336
Date: Mon May 10 18:43:47 BST 1999
Author: Shadow Panther
Subject: Re: Just a thought..


> That's area specific. I especially love In SplitPaw slaw rooms with
> the five shamans? Stand in the middle of the paw and cast, they all get
> pissed, but the pathfinding messes up and they have to run ALL THE WAY
> AROUND THE PAW TABLE (which is large) in order to hit you. What do you
do?
> Before they get there, move three feet to the right, THEN they have to RUN
> ALL THE WAY BACK! I've bugged it but its probably one of those level
design
> things that plays hell with the pathfinding for the AI. I also get
> irritated at the griffins that can hit through walls and houses as well as
> other things. I do know that its up to the area. Sometimes your skel
will
> run this massively laong route to get to you and end up bringing a train
> with it. Sometimes the nasty red creature will walk through lava and four
> obstacles as well as a myriad of other characters to kill you. There are
> reasons for some of it, but nothing is perfect. More on this later.

I've noticed that happen in Befallen, with the rubble laying in the
middle of the floor, first floor immediately down the steps. Great way to
get rid of big nasties. If you're quick enough, you can jump up on to the
rubble, climb over, and make it run around as you cast. 'Course, if you get
stuck between the celing and the rubble.... *cringe*

> EQ treats underwater and over water as two different worlds. Wanna
> see underwater like you do in the day? Slowly move out little by little
> until the water "top" graphic gets thinner and thinner as you slowly sink
> lower. Boom, get it as small as possible and you can see underwater
> perfectly. You can't target anything still, and you can't affect anything
> until you breach that line and everything goes dark again. What you
should
> do is go underwater just barely enough, then run out. You don't have to
> fight underwater. Go underwater, cast, then run out. The monster WILL
> follow you. Again not sure of the reasoning for this, but everyone has
this
> problem not just us, and its not a big problem at all, just stay close to
> shore.

I've noticed that, it's how I see if there's any piranah or what not.
Which are usually too quick to get back out of the water from, considering
if they hit ya, you're stunned, ate alive, stunned, repeat...

It doesn't have to treat it as two worlds, though, and none of these
clipping problems have to happen. People say, they're breaking new ground.
When you think about it, they're really not. Take, for instance, Quake.
Now, before you freak out and trash me on this one, they're really not all
that differant. They're both (able to be) played online, both have walls,
both have water and land areas, weapons for swinging close or attacking from
afar, etc. Quake creatures, however, do not walk through walls, strike
through walls, or any of that jive, and nor do other players, when playing
over the 'net. And they're both full 3D worlds. I know, I know, EQ is a
"fantasy role-playing" game, and quake is just a shooter, but the same basic
concept is there. Why does EQ have to treat water areas a differant
"world", or at least not have interaction between the two? Differant engin,
but learn from others, I'm sure they could "easily" allow this.

> Why? You know how easy it would be to abuse things? Check out
> Feign Death. A lot of people complain about the monsters coming back to
> kill you as soon as you get up even if they are half a zone away. What
> stops us from waiting for them to get a decent range away, cast another
DoT,
> then Feign Death again right there? The point is in order to make it so
> people can't use bad terrain or other things to cheat kills.

[snip]


True, however they need a distance limitation on it or something. I
don't want everybody walking around in plate and all carring 999 of all coin
type, but let's not be paranoid about it.. This is especially troublesome
for us Necros, with types like Holly Windstalker and such. Hell, I was just
walking through the zone and she apparently ran clear across the zone to get
me. I never seen her, how'd she even know I was there?

> There are several ways. Use your pet as a shield, use others as
> shields, don't go nuts with spellcasting, conserve! I think the current
way
> is quite good and that spellcasters have a definite advantage over
fighters,
> especially in PvP. I dueled an 18th level Shadowknight and won because
all
> I had to do was move forward and turn around, and move around a lot. He
> could only hit me when I was in front of him, and he spent a lot of time
> reorienting on me. Now that SUCKS. It might have gone different had he
> been in 3rd person view though.

I love the other views, but ironically I hardly ever use them. The only
duel I've done is with a friend I know here in person, still both at very
low levels but him about four or so levels lower. Hehe.. poor guy, didn't
stand a chance..

As for using the pet as a shield, I do, and nor do I go nuts with the
spell. I hate being frenzied (*cough*befallen*cough*) by really big mobs,
but that doesn't work quite so well. I also trade hits with my skeleton,
stop and life tap, etc. I just don't have the mana to last, though. My
char's Int is 90. At the time, I thought that was a big number. Heh, yet
again been bit by the instruction-booklet blues.. Too much work into the
char, though, to start over.

> You think WE have problems? We at least get our pets to the 34th
> level I believe. Mages have their 24th level pet in the middle of nowhere
> and after that its straight research. Believe me that every other
> spellcaster class has the same if not worse problem that we do. Besides,
> its not as bad as you think. The frequency of component drops was
increased
> by 300% and believe me I can see the difference. I get Words of Tyranny
and
> words of Elemental all the tiem off green elementals in Lavastorm, and
Runes
> of lava crawlers. Trading will be necessary but I don't think its all
that
> difficult as you make it out to be. I'm confident that it should work out
> alright. Might be annoying, but I don't see it getting impossible till
> somewhere after level 34 when even our second book doesn't contain the
> spells.

I've yet to see any "words" or "runes". Perhaps I'm just not killing
the right creatures. I've thought about killing Lanshune Novashine (sp?) in
Qeynos, as he walks around outside and I hear NPC spell-casters and
intelligent mobs & such will have them, but I really don't need the faction
hit..

> Yer lucky you even get that far. I know just about everything isn't
> allowed into Third Gate. I'll bet that's a bug anyway but I think you
HAVE
> to server Innoruuk to get into The Lodge of the Dead. Most guards are
> agnostic so they don't have a problem, but all Dark Elf Necros HAVE to
serve
> Innoruuk, and if you aren't with us, you're against us. Its that simple.
I
> think you'll probably find yourself KOS in the lodge itself too, but you
> never know. Besides, Invis to Undead is like a 2nd Circle spell, you
should
> have this already.

So why have spells that can only be obtained there? How are we supposed
to get to them? Have somebody buy them for us? I don't think so, they then
want a cut of the money and you never know if they're really going to go in
and buy it for you, or not, especially with evil charecters. Supposed to be
solo, but yet they make us rely on somebody else. ;) I wonder, what with
the griffens in the newbie area around Freeport and this, if the developers
at varant just have that twisted a since of humor. *grin*

We can deal with the guild, btw, I've heard others mention that they've
been to the merchants once they got past the ghouls. And I know I have Invs
VS Undead, but I don't see why we'd have to do that. It's the Necro guild..
*shrug* oh well. For that matter, there's the shadow knight guild
in..err..Oggok?..that there's a problem getting into, as well...

> Yer done. In my opinion you have some valid arguements. EQ is
> definitely buggy and the complaints you had about buggy things were valid.
> You have to look at it from a business perspective and a developer
> perspective as well too though. The more realistic you make a world and
the
> harder it gets to implement. You HAVE to stop somewhere. They are
working
> on a lot of these problems too. I think the longer you stick around the
> better it will get. I already think they've done ten times better than
> Ultima Online did. ;)
>
> MAlark on Karana

Yeah, you do, but don't forget the obvious things, or the point of the
game; to have fun. They seemed to have brushed the latter a bit under the
rug in favor of 'knowing when to quit'.

~Mysk