Old DRG 2 hour anyone?

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Nubbsolo
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Old DRG 2 hour anyone?

Post by Nubbsolo » Mon Oct 15, 2012 9:21 pm

So i know there's a bunch of people that prefer the older ffxi (as do i) but has anyone thought about reverting the wyvern back to the 2hr ability like before? Or would this just be considered "unbalanced" to the majority of players?
"NEVER EVER set a stupid bullshit password for Root.. You've been warned" - best line ever!

Flunklesnarkin
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Re: Old DRG 2 hour anyone?

Post by Flunklesnarkin » Mon Oct 15, 2012 9:34 pm

The old drg 2hr was just the ability "Call Wyvern".

Then they changed it Spirit Surge sometime in 2005 and made call wyvern a regular ability.


I think making call wyvern a 2 hour ability would be kinda lame but if they are going for a classic server it's probably best to make it that way.

Magiknight
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Re: Old DRG 2 hour anyone?

Post by Magiknight » Mon Oct 15, 2012 11:06 pm

I prefer the newer DRG two hour ability. Every other job has a two hour ability that can be used in emergencies. "Call Wyvern" could never be of much use in an emergency. So the new DRG two hour ability is more inline with all of the other jobs. The DRG two hour is the only ability that I liked that they changed. I only played to the release of WOTG and never played it so I don't know what other job abilities they came up with. I did not like the new SAM abilities.

The older FFXI would be better. FFXI went the way of WoW with ToAU.

PrBlahBlahtson
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Re: Old DRG 2 hour anyone?

Post by PrBlahBlahtson » Mon Oct 15, 2012 11:22 pm

That and DRG's stats were actually balanced with the wyvern in mind. If I parsed over a long period against a DRK or SAM in retail, then my damage was usually about 90% of what they were putting out... until you added the wyvern, and then I was suddenly right on their heels.

Further down the road, I can see the effort of optionally making Call Wyvern a 2hr instead of a separate ability, but I'm not sure putting the effort into it right now would be rewarding. Hell, Dragoons still can't jump. At least give them their little blue pest. :D

bluekirby0
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Re: Old DRG 2 hour anyone?

Post by bluekirby0 » Tue Oct 16, 2012 12:10 am

It is also a bad idea for the time being to make "Call Wyvern" a 2 hour ability simply because pets are lost when zoning. Until that is fixed, it would be devastating to DRG to extend that timer from 10 min to 120.

Nubbsolo
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Re: Old DRG 2 hour anyone?

Post by Nubbsolo » Tue Oct 16, 2012 7:59 pm

bluekirby0 wrote:It is also a bad idea for the time being to make "Call Wyvern" a 2 hour ability simply because pets are lost when zoning. Until that is fixed, it would be devastating to DRG to extend that timer from 10 min to 120.
Yea i know.. I still havent found the code that even checks for a pet on zoning.. I found something that looked like it in the .cpp files, but i cant find where/how the pet attaches to the player itself upon zoning
"NEVER EVER set a stupid bullshit password for Root.. You've been warned" - best line ever!

bluekirby0
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Re: Old DRG 2 hour anyone?

Post by bluekirby0 » Tue Oct 16, 2012 11:10 pm

Its not easy to explain...suffice it to say that the pet only exists in the zone it is created in so you would have to create a new pet in the next zone to "keep" your pet across zone lines. You would also need to account for pets when you enter cities so they come back when you leave them.

Metalfiiish
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Re: Old DRG 2 hour anyone?

Post by Metalfiiish » Wed Oct 17, 2012 7:52 am

We could ghetto rig it by editing all zone.lua files. onZone.lua if player has pet set player variable (playerhadpet) and despawn pet. also on onZone in make if player has variable (playerhadpet) then spawn pet and remove variable. for zones that should not allow pets then check for variable and remove it but dont spawn a new pet.

Ghetto rigged and would have dia ripping me to pieces, but it's a fix that can be done on private servers (not in svn).

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whasf
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Re: Old DRG 2 hour anyone?

Post by whasf » Wed Oct 17, 2012 2:06 pm

Metalfiiish wrote:We could ghetto rig it by editing all zone.lua files. onZone.lua if player has pet set player variable (playerhadpet) and despawn pet. also on onZone in make if player has variable (playerhadpet) then spawn pet and remove variable. for zones that should not allow pets then check for variable and remove it but dont spawn a new pet.

Ghetto rigged and would have dia ripping me to pieces, but it's a fix that can be done on private servers (not in svn).
Whasf would not be pleased either
-- Whasf

bluekirby0
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Re: Old DRG 2 hour anyone?

Post by bluekirby0 » Wed Oct 17, 2012 3:03 pm

Also, you wouldn't want to delete the var when you go into a town...you get your pet back when you leave a town if you already had one :P

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