View Full Version : Chardok zone is totally bugged after restart
After the server restart if you pull one mob 10 more pop from random walls warps on every single pull now....
LOL let me guess someone blaming the puller :P ?
HeallunRumblebelly
02-05-2014, 12:57 PM
Can confirm. Vyal doesn't normally suck like this ~ What changed from last night, though?
Wrench
02-05-2014, 02:47 PM
chardok aoe groups are zone disruptions
workin as intended, please move to resolved
Haynar
02-05-2014, 02:57 PM
The pathing code needs a little "adjustment".
Mobs will no long bounce back and forth if they cant seem to find a way to get you. Now they will find you.
H
Nefarum
02-05-2014, 03:04 PM
For clarity, do you mean it needs adjustment from how it's currently working, or that this change is the new adjustment and this is how it works now? Mobs in Chardok are definitely warping through walls.
Haynar
02-05-2014, 03:12 PM
It needs adjusted from how it is now.
Nocsucow
02-05-2014, 03:14 PM
It needs adjusted from how it is now.
boom
HeallunRumblebelly
02-05-2014, 03:18 PM
Mobs are warping from 10 different places on pulls. Also, as a fun side note, they're attacking through the wall now too. Best hotfix 10/10.
Buriedpast
02-05-2014, 03:25 PM
Keep it down,
Chardok is retarded.
Cookiefist
02-05-2014, 03:34 PM
My merbs are pathing through walls after i nuke once to 20% @ lowerguk on bridge. =(
nilbog
02-05-2014, 03:41 PM
Fixes for these issues are complicated. Continue to post constructive feedback and this will continue to improve.
Haynar
02-05-2014, 03:41 PM
Will have a fix later. Geesh.
The fix for mobs going in circles was always to add more pathing nodes. Its also dependent on ppl to bug report and not exploit pathing.
Based on too much exploiting, this made it necessary to tackle the beast of a pathing code.
H
Sinestria
02-05-2014, 04:01 PM
Does this "ping-pong" fix only apply to Chardok or other zones also? Yeti caves in DL are loaded with this
Haynar
02-05-2014, 04:05 PM
Will test yeti caves too. Should fix them too. Trying to get the fix to cure all the ping pongs.
Burrito
02-05-2014, 04:18 PM
Looked like mobs were bouncing up and down and then proceeded to walk into a wall to start beating on the DA cleric. I'll try to start recording some behavour.
triad
02-05-2014, 04:19 PM
working as intended no more AE groups
Juevento
02-05-2014, 04:21 PM
working as intended no more AE groups
/agree
Sorry if you guys selling PL slots can't make your rent checks this month. I'm sure you'll find some other scam.
Burrito
02-05-2014, 04:24 PM
Well- let's at least fix the pathing so pullers (AoE or actual groups) wont be getting hit by mobs in the walls. Then just lobby to ban AoE pulling in another thread.
Haynar
02-05-2014, 04:35 PM
So thats what ae groups do? Selling PLs? Well. Hmmmm.
So thats what ae groups do? Selling PLs? Well. Hmmmm.
24/7
Tenlaar
02-05-2014, 04:44 PM
Not everybody who does chardok AE is doing it for money.
Burrito
02-05-2014, 04:45 PM
http://www.youtube.com/watch?v=DJQ_7jKIm24
Haynar
02-05-2014, 04:48 PM
$75/hr. 3 hr min to fix.
I am available on Feb 18th, after 9 pm.
Make checks out to "kiss my ....."
But seriously. Should have a fix coded later.
Tecmos Deception
02-05-2014, 04:48 PM
Not everybody who does chardok AE is doing it for money.
Yeah, I'd say it is 50/50 overall.
Not sure why people hate on ae groups, though. Fast xp, moderate loot, require more (meaningful) attention and coordiantion than grinding of low dark blues, clever use of legitimate mechanics to accomplish awesome skills, etc. They even contribute by driving down prices of chardok loot and MQs.
Haynar
02-05-2014, 04:53 PM
As someone who swarm kites on live. You use the tools available to play how you want to play. It is quite a rush to pull an entire zone and survive.
H
Wrench
02-05-2014, 04:56 PM
As someone who swarm kites on live. You use the tools available to play how you want to play. It is quite a rush to pull an entire zone and survive.
H
ever sell a proxy for your swarm kites when you were max xp at 60?
In any case, even if you agree with it or not... the server is meant to mimic live... changes shouldn't be made with the sole intent so rain on someone's parade that isn't breaking any server rules.. IMO..
(and that's not meant toward Haynar).. its meant towards all the "WORKING AS INTENDED, YAY!" people.
Tenlaar
02-05-2014, 05:00 PM
I don't know about others, but almost every time I get into an AE group a noob shaman, enchanter, and ranger benefit from it as well.
Tasslehofp99
02-05-2014, 05:13 PM
So thats what ae groups do? Selling PLs? Well. Hmmmm.
2.5k a pull!
whats worse is there is basically no evidence available that proves AE groups were even doable pre-luclin, in fact the only pre-luclin posts/info available describes "AoE Chardok" as more of a raid consisting of a few groups, instead of 1 group melting the entire zone down.
Tasslehofp99
02-05-2014, 05:15 PM
In any case, even if you agree with it or not... the server is meant to mimic live... changes shouldn't be made with the sole intent so rain on someone's parade that isn't breaking any server rules.. IMO..
(and that's not meant toward Haynar).. its meant towards all the "WORKING AS INTENDED, YAY!" people.
Theres a good chance AE groups never happened on live EQ until well after velious release, and possibly as late as Luclin. So yeah, forgive the people who are happy to see abuse of a non-classic mechanic done away with, even if it's just temporarily.
Burrito
02-05-2014, 05:17 PM
2.5k a pull!
whats worse is there is basically no evidence available that proves AE groups were even doable pre-luclin, in fact the only pre-luclin posts/info available describes "AoE Chardok" as more of a raid consisting of a few groups, instead of 1 group melting the entire zone down.
There are plenty of things that wasn't done back then that is done on this server. But like I said earlier- keep the discussion of stuff outside the bug off this topic.
Anyway- here is first video I got. I'll try to aim the camera at the wall they are pathing through. I think Vyal is trying to get some video of the actual pull as well.
http://www.youtube.com/watch?v=KcfEq7eXk6k
Treats
02-05-2014, 05:17 PM
2.5k a pull!
whats worse is there is basically no evidence available that proves AE groups were even doable pre-luclin, in fact the only pre-luclin posts/info available describes "AoE Chardok" as more of a raid consisting of a few groups, instead of 1 group melting the entire zone down.
This is partly due to the way resists work also. In order to run a successful AE prior to Luclin/Planes of Power you needed 4-5+ Enchanters because of stun resists.
Theres a good chance AE groups never happened on live EQ until well after velious release, and possibly as late as Luclin. So yeah, forgive the people who are happy to see abuse of a non-classic mechanic done away with, even if it's just temporarily.
Or it took people awhile to figure out the mechanic?
Aeolwind
02-05-2014, 05:21 PM
This is partly due to the way resists work also. In order to run a successful AE prior to Luclin/Planes of Power you needed 4-5+ Enchanters because of stun resists.
This. The other part would be mob sync speed. And another piece would probably be DB/DI combat calculations. I'd also hazard the mob HP in Chardok is 'post revamp' levels rather than 'this is a quasi-raid zone' levels.
Wiping at the locked stairs with 3 groups wasn't uncommon during Kunark.
Tasslehofp99
02-05-2014, 05:21 PM
This is partly due to the way resists work also. In order to run a successful AE prior to Luclin/Planes of Power you needed 4-5+ Enchanters because of stun resists.
Yeah, lets get that fixed too while we're here.
thieros
02-05-2014, 07:36 PM
Seems to have affected the pathing in CoM moat as well. Pulling a mob from any moat spawns, they will take the most direct path to the puller, i.e. pulling a mob from directly across moat safe spot from a hut, it glitches straight across
Juevento
02-05-2014, 08:03 PM
Taken from the EQLive forums.
"What's wrong with pulling massive groups of NPCs?
Calculating pathing is an expensive operation. This is true in other applications and it's especially true in EverQuest. That is, the server has to determine how an NPC will get from its current position to a location where it can melee whoever its mad at, and this taxes the processor. When an NPC continually needs to recalculate its pathing, this taxes the processor continuously. And when hundreds of NPCs continually recalculate their pathing, the server has a problem. In extreme cases, NPCs cease to move - not just in that zone, but every zone hosted on the affected server. This can be extremely disruptive to other players."
- https://forums.station.sony.com/eq/index.php?threads/changes-with-the-february-update-alternate-ability-grants-for-gold-members-and-ability-changes.207363/
Leave it "fixed" so this can't continue IMO. More importantly, the devs state before this paragraph that pulling massive groups of mobs to kill wasn't intended.
Haynar
02-05-2014, 08:11 PM
A pathing bug is not a fix to AE groups.
I have a fix coded and tested. So pathing will be working again soon.
Haynar
Daldaen
02-05-2014, 08:35 PM
The one group that a wizard can usefully contribute and be a desired/requested member in said style of group... and all these rogues and shamans post to nerf it. I guess being able to get into any group as the best at their niche role, but not being able to get into this single style group in this single low trafficked zone hurts them so much...
One of the best things about EQ, and MMOs in general, is player innovation. The ability to use a random set of skills/builds/gear together to accomplish things developers did not have the foresight to anticipate or expect. That is one thing that makes EQ and MMOs very fun IMO. Mass killing of mobs that are normally challenging atleast somewhat to a balanced style group/kill approach is pretty common among many MMOs. And its classic.
Resists are off, eh not really.
Fazlazen
02-05-2014, 09:01 PM
aoe groups need to stop, so many shitty players on server /cry
Chubbler
02-05-2014, 09:42 PM
Not sure why people hate on ae groups, though.
Many items have had their value decreased significantly and its nearly impossible to form a normal group without being trained or yelled at for "stealing" someones mobs. Honestly how the fuck else does one get a chardok pipe besides MQ or joining the chardok aoe fest. I was yelled at by some bitter folk 2 weeks ago for the same reason. Shame on me for clearing 5-6 repops and getting a betrayer.
HeallunRumblebelly
02-05-2014, 09:54 PM
Many items have had their value decreased significantly and its nearly impossible to form a normal group without being trained or yelled at for "stealing" someones mobs. Honestly how the fuck else does one get a chardok pipe besides MQ or joining the chardok aoe fest. I was yelled at by some bitter folk 2 weeks ago for the same reason. Shame on me for clearing 5-6 repops and getting a betrayer.
The etiquette on this should really change. If a monk without an epic 40+ zones in you should probably just let em loot the next pipe. Repeat offenders would be obvious :p
Daldaen
02-05-2014, 09:56 PM
Eh selling MQs should just stop period. Then maybe people could quest their own epics. But hey, thats a whole other discussion.
/Agrees with Heallun. Selling that specific piece when no one in your group needs is bad form. Any real monk who needs should be given it.
PS - Chubblur as someone who was looking to buy (or did you end up getting?) Inny Staff for Mage epic... 10k for Monk epic doesn't seem that bad lol. Considering what others end up having to pay for even more poopsocked parts of epics.
HeallunRumblebelly
02-05-2014, 09:58 PM
A pathing bug is not a fix to AE groups.
I have a fix coded and tested. So pathing will be working again soon.
Haynar
Can we get a rough ETA on implimentation? Also, fuck this hotfix shit, post notes every time -please-
Burrito
02-05-2014, 10:13 PM
Just zone into Chardok and buy the pipe loot for 5k.
or.... just zone in and do the camp.
They can get mad are you for zoning in to do pipe camp but they can't stop your group from doing it. If they train you they are in the wrong.
FindCorpse
02-05-2014, 10:57 PM
Not all but some mobs seem to just run through walls they ignore clipping. In chardok right now watching it happen.
Can we get a rough ETA on implimentation? Also, fuck this hotfix shit, post notes every time -please-
I don't usually agree with Heallun.. but I have to agree this time.
HeallunRumblebelly
02-05-2014, 11:34 PM
I don't usually agree with Heallun.. but I have to agree this time.
Why would you not agree with Heallun. I'm a likeable guy with good insight :p
Haynar
02-06-2014, 12:14 AM
Can we get a rough ETA on implimentation? Also, fuck this hotfix shit, post notes every time -please-
I am thinking ..... You would just be this totally awesome manager to work for. You could bark at me all day, and I would still ignore you.
:D
Tecmos Deception
02-06-2014, 12:29 AM
More importantly, the devs state before this paragraph that pulling massive groups of mobs to kill wasn't intended.
You mean the same devs who put a bunch of abilities into the game that had no cap on the number of NPCs they could affect? The same devs who never decided to patch in a cap on those spells?
They might not have thought of doing it before the players figured it out, but you can't seriously believe they didn't like seeing shit like that happen. A huge part of what made EQ awesome was that players were given a huge variety of classes and abilities and set loose in a game world to see what they could do with them. If you want every creative method of playing the game to be killed off, then go play a modern MMO.
EQ devs said they didn't intend for kiting (wtf else is someone going to use a snare spell for?) or splitting mobs with FD or a bunch of other stuff, too. And they took that shit out in EQ2, and EQ2 sucked.
HeallunRumblebelly
02-06-2014, 12:37 AM
I am thinking ..... You would just be this totally awesome manager to work for. You could bark at me all day, and I would still ignore you.
:D
~_~ I'm just sore about chardok. I had to go PL an ench at efreeti. It was awful :P
Burrito
02-06-2014, 12:41 AM
I am thinking ..... You would just be this totally awesome manager to work for. You could bark at me all day, and I would still ignore you.
:D
Keep up the good work Haynar, let's grab beers after.
I am thinking ..... You would just be this totally awesome manager to work for. You could bark at me all day, and I would still ignore you.
:D
We or at least i appreciate any effort you put towards resolving this issue so that we may resume our regularly scheduled chardok devestation.
A pathing bug is not a fix to AE groups.
I have a fix coded and tested. So pathing will be working again soon.
Haynar
Cool...
If I can make one suggestion,
When you guys change the code then restart the server you should at the very least post the change log.
http://upload.wikimedia.org/wikipedia/commons/8/85/Weighted_A_star_with_eps_5.gif
^^^^^^
A*
Haynar
02-06-2014, 08:23 AM
The change was meant to fix an exploit of pathing. Don't expect that kind of stuff to be in patch notes. If it went as planned, the only ones that would have known were the exploiters.
H
Nocsucow
02-06-2014, 09:03 AM
The change was meant to fix an exploit of pathing. Don't expect that kind of stuff to be in patch notes. If it went as planned, the only ones that would have known were the exploiters.
H
so you're saying ..........
Haynar
02-06-2014, 09:18 AM
so you're saying ..........
It didnt go as planned.
The change was meant to fix an exploit of pathing. Don't expect that kind of stuff to be in patch notes. If it went as planned, the only ones that would have known were the exploiters.
H
haha when i saw this i figured out 1 of them!! I knew that person was up to no good.better late then never i always say :)
haha when i saw this i figured out 1 of them!! I knew that person was up to no good.better late then never i always say :)
Please re-read entire thread and repost. makes no damn sense if you actually read the entire conversation.
Raavak
02-06-2014, 02:27 PM
Not sure why people hate on ae groups, though.People hate when wizards find groups and actually can win items.
But a real question is if you have the fix for it why have you not done it yet?
There are mobs path finding in walls and warping in all the zones now I can't see how this is acceptable for any amount of time.
Man0warr
02-06-2014, 03:41 PM
Because someone has to bring the server down and apply the fix, and I imagine only Rogean and Nilbog have that power. Two people with actual full time jobs and not neckbeards doing Chardok AE for 8 hours at a time.
Because someone has to bring the server down and apply the fix, and I imagine only Rogean and Nilbog have that power. Two people with actual full time jobs and not neckbeards doing Chardok AE for 8 hours at a time.
dafuq is a neckbeard?
Daldaen
02-06-2014, 04:03 PM
Anyone who plays more often than you.
Even if you are on 60 hours a week and there is some dude on 65 hours. He is a neckbeard.
manastone22
02-06-2014, 08:31 PM
I would just like to report this has caused problems in HS as well, Even unrest I was unable to do simple single pulls in the zone. Now don't get me wrong... Unrest can be odd sometimes, but NOTHING like it was this morning at 9:00AM CST.
Burrito
02-06-2014, 09:13 PM
I would just like to report this has caused problems in HS as well, Even unrest I was unable to do simple single pulls in the zone. Now don't get me wrong... Unrest can be odd sometimes, but NOTHING like it was this morning at 9:00AM CST.
Mobs in Hate are warping through walls as well. Figured I'd add though I'm sure a fix has already been figured out.
gwideon
02-07-2014, 12:54 PM
We had issues in Kedge Keep last night with a pull up the central column to zone in. It seemed as though the primary agro mob would come but the social agro mob would warp into the wall if you were standing close to it.
Wasn't sure Haynar's pathing fix is global or related to specific zone pathing.
Thanks
Raavak
02-07-2014, 12:57 PM
dafuq is a neckbeard?Anyone who plays more often than you.
Even if you are on 60 hours a week and there is some dude on 65 hours. He is a neckbeard.
And anyone who plays less than you is a dirty scrub peasant. Even if you play 5 hours a week.
Daldaen
02-07-2014, 01:16 PM
And anyone who plays less than you is a dirty scrub peasant. Even if you play 5 hours a week.
You forgot to mention casual scum.
gwideon
02-07-2014, 01:21 PM
Theres a good chance AE groups never happened on live EQ until well after velious release, and possibly as late as Luclin. So yeah, forgive the people who are happy to see abuse of a non-classic mechanic done away with, even if it's just temporarily.
You can confirm that AE groups were available before Luclin by searching Graffe.com archives. There are posts from early 2001 that indicate that it had been happening for a while (So definitely pre-Luclin). I remember a thread where a developer commented on AE groups saying something like 'we told you wizards had potential' [paraphrase]
I also remember wizards commenting at the time (velious) that the method wasn't all that useful until later levels when you were already close to the level cap of 60. That is probably why they were not widespread until Luclin was released.
With Luclin's introduction of AAs it became more common place since you could stay in the level range of the zones that were most often used by turning off level advancement experience.
Rararboker
02-07-2014, 04:26 PM
I've seen some wild pathing as well in Dagnors cauldron. As for AE groups, sucks people want to take away the one zone wizards get some love. We aren't welcome in Sebilis/HS/KC. Why do people want to take away chardok too? So shamans/chanters/clerics can duo? Sounds legit.
Also, its been empty for 2 days and no one has made a normal group there. What happened to all those people who said they would be in there if there was no AE group?
Far as I can tell every single zone now has mob warps so unless you want to get to a camp and die over and over trying to figure out how to make it work with mob warps,
I would say go find another game to play till they restart the server.
(Check out OnLive...)
Originally Posted by Haynar
I have a fix coded and tested. So pathing will be working again soon.
Haynar
HeallunRumblebelly
02-08-2014, 12:36 AM
Vyal, i miss u :3
Tasslehofp99
02-08-2014, 01:46 AM
You can confirm that AE groups were available before Luclin by searching Graffe.com archives. There are posts from early 2001 that indicate that it had been happening for a while (So definitely pre-Luclin). I remember a thread where a developer commented on AE groups saying something like 'we told you wizards had potential' [paraphrase]
I also remember wizards commenting at the time (velious) that the method wasn't all that useful until later levels when you were already close to the level cap of 60. That is probably why they were not widespread until Luclin was released.
With Luclin's introduction of AAs it became more common place since you could stay in the level range of the zones that were most often used by turning off level advancement experience.
I'm more trying to say that it should be ALOT harder. On live, pre luclin, AOE seb and chardok "groups" had like 4 or 5 enchanters mininum because half the mobs would just resist their stuns. It deffinetly wasn't trivial the way it is on p99 for 6 people to clear half a zone in one pull.
They didn't become trivial like it is on p99 until atleast AA's and luclin era gear came out. I understand many players have gotten addicted to the ez mode exp/cash flow and that many of you guys posting with hostility towards this idea have lots invested in those AE groups..
But this whole thing should perhaps be re-examined, just sayin!
JackFlash
02-08-2014, 01:51 AM
It's been confirmed by Haynar that the pathing changes didn't go as planned. I would guess it will be fixed with the Sunday downtime.
The change was meant to fix an exploit of pathing. Don't expect that kind of stuff to be in patch notes. If it went as planned, the only ones that would have known were the exploiters.
H
gwideon
02-08-2014, 03:09 AM
I'm more trying to say that it should be ALOT harder. On live, pre luclin, AOE seb and chardok "groups" had like 4 or 5 enchanters mininum because half the mobs would just resist their stuns. It deffinetly wasn't trivial the way it is on p99 for 6 people to clear half a zone in one pull.
In sebilis we had 2 enchanters, and no it was not trivial, which was the great thrill of doing it. No group would have 4+ enchanters; you also have to nuke the mobs to death and need a puller and a cleric for the inevitable rezes. (2 ENC, 2 WIZ, 1 CLR, 1 PALY was the typical group make up)
And I was not geared with Velious raid armor. I was a ghetto wizard from a small family guild.
thank you for fixing chardok; today i was able to bring a group there and exp/dungeon crawled for 2 hours today. Still no luck on see'ing a betrayer, but now at least I have a chance at it!
Thank you for quelling the RMTers farm spot <3
zanderklocke
02-08-2014, 03:05 PM
Thank you for quelling the RMTers farm spot <3
I can't take people seriously when they start posting things like this.
HeallunRumblebelly
02-08-2014, 03:24 PM
I can't take people seriously when they start posting things like this.
2k a pull, we're talking almost minimum wage here zander. you just can't believe all this rmt dollars i'm pulling leveling my own toons :P
chief
02-10-2014, 01:59 AM
This is still an issue. Multiple mobs are warping throughout the zone.
HeallunRumblebelly
02-10-2014, 02:55 AM
This is still an issue. Multiple mobs are warping throughout the zone.
Compounding on this, some but not all mobs are warping. It's extremely selective--I suggest watching an AOE pull to see what is going on. Usually about 3-6 a pull.
Another fun bug added and not removed--mobs are still melee'ing without LOS. Either standing in walls or on the opposite side of walls meleeing through them. Gooby pls.
mostbitter
02-10-2014, 05:47 AM
ive seen some warping outside of chardok, yetis in the caves warping around after being snared. not sure if related
quido
02-10-2014, 05:50 AM
try having puller take lev off before running up the lev tunnel
Rogean
02-10-2014, 06:00 AM
If you're still seeing issues, post details for Haynar to look into.
Haynar
02-10-2014, 09:48 AM
Found the problem if you are too high in the tunnel. There are z checks to find path nodes near you. If you are too high, it doesnt find them and it skips pathing and runs right to you. Working on a fix for that. Snared mobs and skipping, what a mess, like Yeti caves. Working on how an AE pull would go, and adjusting stuff. That was a big diff in my testing, i didnt have lev on.
H
arsenalpow
02-10-2014, 10:14 AM
Did royals last night and mobs being pulled like normal seemed to follow their nodes correctly. Standing up after FD after a mob hadn't fully reset generally caused them to skip their nodes and path directly through walls back to me. This was happening in the hallway above royals.
Found the problem if you are too high in the tunnel. There are z checks to find path nodes near you. If you are too high, it doesnt find them and it skips pathing and runs right to you. Working on a fix for that. Snared mobs and skipping, what a mess, like Yeti caves. Working on how an AE pull would go, and adjusting stuff. That was a big diff in my testing, i didnt have lev on.
H
Seems to me smaller mobs warp on the ledge, once they path over the rest spill over - very odd pathing.
I am now avoiding that ledge because every pull brings warps, also warps from every direction have started again.
Mobs inside walls & coming out of walls / hitting and casting from inside walls.
It worked well before I dunno what you changed, I know the feeling of changing something without a change log and never being able to exact the code perfectly again.
But levitate played some kind of roll in it, if I did the tag on ledge on say a dog it just auto path right off the ledge at super sow speed btw all other mobs would follow.
If it was a bigger mob like a golem it would be like a 50/50 chance at pathing over the ledge.
So I stopped tagging the ledge and tagged mobs lower in the trayer tunnel worked 90% of the time yesterday, today every pull no matter where it's coming from in there is 3 - 10 mob warps.
I think it has to do with the mob size/hitbox? Either way your doing a great job, path finding sucks & is confusing as hell..
Man0warr
02-10-2014, 01:31 PM
They made changes server/zone wide because of some exploits - obviously they aren't going to publicize them in patch notes.
The pathing issues that have popped up since are side effects.
Haynar
02-10-2014, 02:10 PM
Did royals last night and mobs being pulled like normal seemed to follow their nodes correctly. Standing up after FD after a mob hadn't fully reset generally caused them to skip their nodes and path directly through walls back to me. This was happening in the hallway above royals.
Thanks for this info. Having made that pull many times, brings back some memories.
H
chief
02-10-2014, 02:31 PM
I'm assuming you were using lev on the royal pulls which seems to be the problem.
I'm assuming you were using lev on the royal pulls which seems to be the problem.
they don't warp unless you use lev at the trayer tunnel, thats when all the weird pathing starts.
arsenalpow
02-11-2014, 06:49 AM
I'm assuming you were using lev on the royal pulls which seems to be the problem.
Don't believe I was levved at that moment. Like I originally stated they only bugged out when they weren't fully reset back at the spawn point. I'm relatively sure that's the root of this bug.
Haynar
02-11-2014, 10:00 AM
Don't believe I was levved at that moment. Like I originally stated they only bugged out when they weren't fully reset back at the spawn point. I'm relatively sure that's the root of this bug.
If you run up ramp and FD around corner, pathing bugs all out. This is not related to the pathing changes. But I did figure out the issue and have those kind of flops working now on my test server. The other pathing issues have revealed a bug in the pathing code I think. It could be the root cause of the problems. Working on it as quick as I can. I got like 10 different styles of pulls I am testing with. Its not so much fun thus far. But I am getting it worked out. I think I found one of the big cpu hogs with pathing too, so working on getting code optimized. Hate to pull an soe, and force ae groups to stop because it uses too much cpu. =P
Haynar
Pullyn
02-11-2014, 10:15 AM
Don't believe I was levved at that moment. Like I originally stated they only bugged out when they weren't fully reset back at the spawn point. I'm relatively sure that's the root of this bug.
Maybe you were using stalking probes like we normally do? I could see the z axis thing being an issue at the top of the ramp when you aggro from up there and not necessarily being levitated.
arsenalpow
02-11-2014, 04:43 PM
Maybe you were using stalking probes like we normally do? I could see the z axis thing being an issue at the top of the ramp when you aggro from up there and not necessarily being levitated.
Ya I was definitely using probes but the root of the issue was when the mobs were walking home and I'd stand before they finished resetting they'd warp through the wall.
Haynar if there's anything I can log or test I'd be more than happy to help.
Haynar
02-11-2014, 08:38 PM
I have pulling from lev ledge working. I have pulling mobs at bottom from bridge working. I have pulling in Chardok working with lev up. I have FD around royals, reaggro working. Need to check Yeti caves, and run a bunch of logs to make sure the function calls are not going apeshit on something unexpected.
H
arsenalpow
02-12-2014, 09:28 AM
Anywhere there's a change in elevation seems to create havoc. For example inside the Sarnak fort in LoIO. If the mob would walk down a step to get to me he'd be fine to engage. If we came directly to me and didn't use the stairs I'd have to retarder him before I could attack him. Not to mention sometimes they'd freak out at low health and warp rapidly down the hall. Not the kind of mob walking one way but actually moving the other way warping. I'm talking some night crawler rapid fire shit.
Man0warr
02-12-2014, 11:42 AM
Had the same thing happen at CE in Mistmoore last night as Sarnak Fort - low hp mob was walking back across bridge to go into Castle and then just poofed (back to it's spawn point I imagine) and then about 20 mobs came running out shortly after.
Moral of the story after that happened - root/snare everything before it gets close to bridge.
chardok is a fluster cluster fuck, pulled 7 hours rampage warpage half the pulls,also when i pulled out side royal room brought the mobs to group and wham Korocust says, "HI" and wipes group O_O HOW??? He's like on the other side of the path ;/
chief
02-12-2014, 11:17 PM
I don't believe the new changes Haynar has made have been applied yet, patience sire.
I dunno Haynar I have tried the pulls many ways, with levitate & without. I have simply put a pet at the royals tag went to the zone line had my pet attack got a heal cleared agro and the mobs warp directly through the walls & onto the cleric from every direction.
@ first I thought it was the mob hit box but I was wrong, then someone suggested it had to do with levitate but that was also wrong.
My first guess would be you have to many nested loops running in your path finding code to try and fix whatever exploit you were after.
Try it how I said and watch the NPC's come flying through the walls.
Tasslehofp99
02-15-2014, 02:09 AM
Leave chardok nerfed, wasn't classic before.
Mobs should be resisting ae stuns a lot more often!
Nocsucow
02-15-2014, 02:12 AM
Leave chardok nerfed, wasn't classic before.
Mobs should be resisting ae stuns a lot more often!
resists are jacked ... sometimes my rogs MR is like 320 buffed and stuff and he still gets hit with mag spells
Buriedpast
02-15-2014, 03:20 AM
Try resisting Phara Dar with 430, being hit with an ae at 400, and resisting at 350 a lot. Resists are wildly inconsistent on p1997 alpha Everquest simulator.
But chardok shouldn't exist, seb groups did for sure. Chardok not for a long time.
Tasslehofp99
02-15-2014, 03:58 AM
yeah for sure I noticed.that recently on PD as well...
I was in a group with a dude that had 205 MR (no bard) while I was at 271 MR. I got hit with 4 of 5 AEs.full damage while he only took 1 of 5. Something janky about that.
but yeah.chardok aoe groups didn't happen till late velious or early luclin on live, and if it did it required a lot more than 6 ppl there.
Chardok AoE started way before vel.
It was done differently but the same idea, here the 140 mobs get pulled... When it started on live it was just groups going through AoE'n one huge group after the next, basically from the start.
Don't forget Kunark didn't last 3 years on live either.
Nocsucow
02-15-2014, 04:18 AM
ive told tassle 10 times we use to AoE sebs and chardok back on live BEFORE velious... after velious i dont think i even stepped foot inside sebilis again honestly
ive told tassle 10 times we use to AoE sebs and chardok back on live BEFORE velious... after velious i dont think i even stepped foot inside sebilis again honestly
I remember people doing it in CoM before Vel also.
& with the zem the way it is I bet you could pull an easy 150 - 200 mobs maybe even more per pull then get zero resists with just the lvl 56 enchanters & get ALOT better xp then Chardok.
No amazing drops but still....
CoH a pet class with a pet on guard at the entrance all the way up to Nah'Ashirr on the skywalk have the pet attack and start a huge train =P
The pathing would be perfect the way the skywalk is setup cleric would probably only need to db and all 200 mobs would be there.
AoE groups coming to a zone near you.
mooore black reavers
draogan
02-15-2014, 02:52 PM
Haynar -- thank you for working so hard on a fix for this. It sounds incredibly tedious and time intensive and we all appreciate your hard work.
There's some buggyness going on in HS basement too. May be z-axis related but I'm not entirely sure. When I use a charmed pet to pull either of the upstairs rooms down in the basement and then back him off back to me, the mobs have a tendency to walk straight through the wall to get to you. Haven't noticed it happening with any other pulls, so I think it's also z-axis related.
Let me know if you need any more info.
draogan
02-15-2014, 02:56 PM
You mean the same devs who put a bunch of abilities into the game that had no cap on the number of NPCs they could affect? The same devs who never decided to patch in a cap on those spells?
They might not have thought of doing it before the players figured it out, but you can't seriously believe they didn't like seeing shit like that happen. A huge part of what made EQ awesome was that players were given a huge variety of classes and abilities and set loose in a game world to see what they could do with them. If you want every creative method of playing the game to be killed off, then go play a modern MMO.
EQ devs said they didn't intend for kiting (wtf else is someone going to use a snare spell for?) or splitting mobs with FD or a bunch of other stuff, too. And they took that shit out in EQ2, and EQ2 sucked.
Agree with this 100%. The reason EQ is fun is because there are a ton of different mechanics -- some of which can be abused, sure, but it makes for a fun game where gameplay is actually interesting and a lot of this stuff takes skill to pull off. Most of these things are also high risk, high reward strategies.
If you want to play a game where everything has to be killed exactly like the devs intended and any mechanic used in an inventive way is subsequently patched out, play WoW. That's why MMOs now suck. Part of why EQ was so awesome was because parts of it were so broken.
Wanted to bump this and let you guys know the mobs are bugging out and warping in walls every pull again, no pathfinding whatsoever. Not sure if there was another stealth patch or what but the pathing has went from bad to worse.
Rather then warps over the ledge they are coming out of the walls at zone in again.
Pullers beware.......
mobs warp threw wall into korocust's room ,watched it happen 2 or 3 times from other puller.. Can we put a prismatic wall around his room please :) ?
Thulack
02-22-2014, 01:07 PM
server is lagging period today. not just chardok. All my trades in EC are lagged and my chat is lagged.
That's just it,no players are lagging just mobs warping shrug
Haynar
02-22-2014, 02:04 PM
Would have been great to do a hot fix for this issue. Its too bad the people whining about the bugged pathing, whined the loudest about doing hot fixes.
Maybe the server will patch within the next month or so.
H
Would have been great to do a hot fix for this issue. Its too bad the people whining about the bugged pathing, whined the loudest about doing hot fixes.
Maybe the server will patch within the next month or so.
H
I think it was more of hot fixes without notes and ones that cant be reverted without a server restart imo
But it will be when it will be... ive been in chardok all week without to much of an issue .. besides the normal under level key roles stupidity \ afk wipes.
Would have been great to do a hot fix for this issue. Its too bad the people whining about the bugged pathing, whined the loudest about doing hot fixes.
Maybe the server will patch within the next month or so.
H
No rush man it's free server you guys do a great job at it. Just wanted to make it known there is issues in Chardok worse then before, a change had to have went in because it had gotten a lot worse since Thursday? *shrugs*
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