Difference between revisions of "Undocumented Features"

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Noting things that I do not see explained and other oddities. This is a personal page at present while I get to know this server.
nothing right now!
 
- Flawed
 
 
While PC are exhausted any fall no matter how slight will decrease dexterity and agility by 10 for a few ticks and strength as well. Strength had a variable decrease most likely linked to safe fall mods and it will also max out at a 10 <-- why does this keep saving as an o? malus because that's what ya typed?  Fighting while exhausted triggers the same malus'. Research: STA softcap and hardcap for stamina exhaustion.
 
Model or client handling corruption. Many models have either corrupt or shoddily done in the first place legs. Other parts can corrupt/etc but by and large it is noticed in their gait. Most common is an artifact/corruption/ghost of mcQuaids past where the models legs swell in size like some watermelons mid stride. This could be fixed but the legality...also of note is it could be wholly a problem of using only old models. Is p99 redone textures compatible with this client?
 
Freestanding models of walls and even ground textures upon occasion seems to be much more likely to provide no protection from LOS in comparison to live and p99 however agro and other harmful effects it provides a shield against. This can cost many, many wasted spells and ammo depending on your camp.
 
Much greater variety of sky coloring than is displayed by Titanium's client. Look into more as a side project and talk to T if there is some room to improve.
 
Gnome models struggle to maintain LOS when casting bolts/arrows downhill and some other edge case terrain. You can be point blank a 3-4 feet up a hill cast a bolt at a mob and miss everytime. This can be mitigated by fighting a mob to the one side of a hill and using the other side to create a more open and downward path of LOS or just not fighting on hills you dolt. As an aside I read on the forums that geometry and boss mobs can block almost all arrows. If a height advantage could be gained the same tactic could allow archery based on the description of how it's modeled by a dev.
 
When you log out in a different environment or state such as water or being FD either the server or client will store you in that state. No way to tell for sure without asking to start dumping hexes 'o.0' but when you log back in it will execute the opcode for FD again giving a possible skill up even. Water not tested. Some of these states are potential clipping exploit territory if the client doesn't handle it well. Put these on back burner and report if something interesting comes of it.
 
Water and it's affect on LOS/SPELL DYNAMICS? Research
 
! Geometries, models, and agro interact funky. Test and reproduce some of the behavior observed IE beneficial pulling geometries. May relate to new voodoo wrapper. So may the below but those wrappers do have settings you can adjust which I should play with !
As with many games of this like as we get further from the systems which produced them it becomes harder to deal with the challenges of maintaining their legacy. Both my Trilogy server and TAKP both suffer from "swimming in molasses vision". Likewise movement and play feels sluggish at best. VM tested xp SP 2 and it's performance is much improved.  !
 
You can tell FD is optimized by an SK or Nec. Just a subtle thing but the distance between you and the pulled mob is on avg greater for the spell casting FD classes. Leading to a different way of pulls. A monk has to very aggressively exploit geometries for splits and often times have mobs nipping at the heels. Compared to the sk/necro who pull usually to a single advantageous point near a mob to do the work of snare/fd the monk must use 2,3 or more spots on the route back to shake the adds. I'd imagine they wouldn't put up with the inconsistent way in which agro and environment are joined. Abashi is that you?? I'm allowed ONE rant come on..
 
How does a single box Everquest experience compare to the boxed?
 
I enjoy the experience first off I wanna say. However to me it doesn't feel wholly like EQ. The lessening of intereliance between players allows more tactical game play to breathe in but at the cost of frankly some of what captured my heart, come now you have no heart!, and many other's. Even though dual boxing or single as the standard is long dead as an option now barring extreme population pressure it probably would have allowed for more economic stability at the least. If not the stability that comes all of it's own being reliant on a diverse and varied cast of characters. I do stress that this is no modern park of pleasure. There are many dangers big and small out there but it IS a lessening of what once was. In it's stead comes an altogether different breed of war. No longer a single character specialized in perhaps a thing or three you can bring to bear a combat unit. ^Finis another time after thinking or writing some more thoughts down
the above is just like my half not even formed opinion man so dont go forming a ummayyad caliphate nows
 
 
 
 
Remember to have fun once in awhile and not spend every moment serving that old slaver minutiae.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Solved
Pet XP documented by devs removing data/theory

Latest revision as of 20:10, 20 March 2019

nothing right now!