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Message ID: 10328
Date: Thu Nov 18 21:28:10 GMT 1999
Author: Kimes, Dean W.
Subject: RE: OT: Feign Death nerf (long)
> From: "Kimes, Dean W." <Dean_Kimes@...>it
>
> Got a note on this from GZ, via another high level monk. The way Verant
> described it was the way FD was supposed to be working prior to the patch.
> There was a bug in the code that caused it to work not as Verant thought
> did, but as Yeti and others had observed it to. According to GZ after thepatch
> next patch it will work 100% below level 35 totally and as reported after
> that, IF there are no other bugs in the code that are in effect.
>
> He also said interestingly that the reason it did not work before the
> as advertised was that the code for them forgetting was supposed to be anthem
> exact copy of the code for forgetting a mob that had hopelessly outrun
> (as we often see in effect in w karana with bandits). The code howeverwas
> copied before they fixed the bug in the code for outrunning and theKnights,
> corrected outrunning code was never pasted back into FD. So the answer is
> basically yes, Yeti is right, and Verant thought they were right and only
> discovered they were not when they found the bug in the previous code.
>
> Kitasi
>
> -----Original Message-----
> From: Rokenn Swiftsong [mailto:rokenn@...]
> Sent: Thursday, November 18, 1999 1:49 PM
> To: EQ-Bards@onelist.com; EQBards@onelist.com
> Subject: [eqbards] OT: Feign Death nerf (long)
>
>
> From: "Rokenn Swiftsong" <rokenn@...>
>
> I am reposting this from the Monk MB
> (http://server3.ezboard.com/feverquestmonksfeigndeathnerf.html).
>
> I have known Yeti since Beta 3 (when he was known as Orcus). He is one of
> the most knowledgable players I have every met in the game. The upcoming
> nerf to Feign Death will effect all players, not just Monks, Shadow
>safe
> and Necros.
>
> *********************************************
> I would like to provide the community with information so they can
> understand the nature of Verant's changes to FD. The changes are
> significant, a nerf, and their news message was misleading.
>
> "If you were within sight, they would immediately come after you." - No,
> they came back based on aggro radius. If you saw them wander away to a
> distance, you could get up without training anyone.not
>
> "If not, they would come after you at some later point. This might happen
> within a few minutes, or could happen even a few hours later" - This was
>feigners.
> random, but the result of game mechanics understood by experienced
>the
> A feigned upon mob has you in its aggro list. If someone else re-aggros
> mob to a lesser degree than the original feigner, it will return to the(xxxx
> feigner. Feigners knew this! If the mobs were in front of them in a room,
> they knew no one would disturb them and all was fine. If the mobs were
> scattered around the dungeon by a train wandering home, they knew to zone.
>
> ".... Four times means about 20 percent ...." - These numbers seem totally
> inaccurate. I had to feign 11 times on a green guard and 10 times on a
> knight while testing in Freeport. If ANY of your feign attempts fails
> has fallen to the ground) then the mob comes running back. NO OTHER SKILLIf
> takes 4 or more successful skill checks in a row to perform a single act.
>possibly
> you have multiple mobs, it is almost impossible to fool them all. If even
> one is not fooled, it will build a train as it runs to you - quite
> from so far out of sight that you don't even know you are killing othercan
> players.
>
> Feign used to be predictable. If you were successful against a mob that
> be fooled (some couldn't be - this was a matter of experience and feignersthan
> knew which mobs to avoid), it would never come back unless re-aggroed by
> another player. Verant implies otherwise, but it is NOW that the skill is
> totally unpredictable, with mobs that are far out of sight deep in the
> dungeon randomly returning, based on percentages apparently much worse
> those Verant gave and which are useless against multiple mobs. Stand up,and
>supposed
> a feigner doesn't know if he is killing people far out of sight, or has
> safely cleared aggro.
>
> Before a player had to re-aggro a mob in such a way that the feigner was
> still higher on its aggro list (such as by coming very close, but doing no
> damage), and in this case it was usually only the feigner that was in
> danger. Now every time a feigner stands up mobs can come training from
> everywhere, and if he feigns again because he sees them coming, they will
> attack anyone nearby or in their path home.
>
> Feign pulling is still possible, although harder. Feign twinking/leveling
> others is still possible, and should actually be easier. Feigning to avoid
> death or trains now results in far more trains. What are these "evolving
> gameplay issues" that Verant hoped to address? In what way was this
>with the subject submissions.
> to make this a better game?
>
> I ask that the EQ community understand this is not just a nerf to SKs,
> Necromancers, and Monks, but to anyone that has ever grouped with them or
> even played in a dungeon, and invite you to provide /feedback in game to
> voice your opinion.
>
> Thank you for listening, Yeti (Level 50 monk, Karana server)
> *********************************************
>
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> with the subject submissions.
>
> > Please send submissions for the eqbards newsletter to lol@...
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