View Full Version : Coldain 10th Ring War - Sunday July 26th (3PM EST)
Daldaen
07-22-2015, 01:04 PM
http://www.project1999.com/forums/showthread.php?p=1982225#post1982225
See thread. We would appreciate your attendance on beta server (you can box and play both beta and live).
Jjlent
07-22-2015, 01:18 PM
Can u still copy characters to beta? If so I'll come on either monk or necro
Daldaen
07-22-2015, 01:21 PM
Yes, see the end of the thread I linked. It explains how to beta buff and beta copy.
Daldaen
07-25-2015, 05:54 PM
Bump - This is happening tomorrow
TacoSmasher
07-25-2015, 06:26 PM
See you in thurgadin
I'll try this out, need to get used to a level 60 druid beforehand, though...
Atalya
07-26-2015, 12:14 PM
Wait so its been over a year of beta testing velious and it's still not live?
Swish
07-26-2015, 01:08 PM
Bump - This is happening tomorrow
It's happening in an hour and a half!!
Daldaen
07-26-2015, 02:56 PM
Bump - We are starting soon in great divide!
Swish
07-26-2015, 03:06 PM
Bump - This is happening tomorrow
Big props to you guys for running this. Wish I had time on a Sunday to be there.
Best of luck on the outcomes and the mechanics! Neat stuff.
Daldaen
07-26-2015, 04:45 PM
Failed during 3rd wave after the 3rd or 4th set when a south spawn broke into a run.
We had 3 mobs fall through the world, 2 died to the dwarf trains, 1 depopped due to unknown causes.
[Sun Jul 26 15:43:20 2015] You say out of character, 'loc -2180, -70'
[Sun Jul 26 15:46:15 2015] You say out of character, '-1850, 680 another fall'
[Sun Jul 26 16:13:17 2015] Mily says out of character, 'Kromrif General fall tho at neg 1413, 630'
We aren't sure what caused the general that fell to ultimately despawn, maybe that was the fix? NPCs that fall will despawn instead of failing the event? This would be a functional fix if the falling can't be resolved.
The beta NPCs vanished from Thurgadin, too.
Are the giants supposed to stop attacking when snared? Some of them seemed to do that.
Daldaen
07-26-2015, 07:24 PM
No, and they should all stop running/walking if someone gets in melee range of them, which they aren't doing either.
Their aggro mechanics are still bugged, see my latest bug post regarding that.
No, and they should all stop running/walking if someone gets in melee range of them, which they aren't doing either.
Their aggro mechanics are still bugged, see my latest bug post regarding that.
I think that's what got us right in the end, right? They all resisted 90% of my snares (and apparently everyone else's from the number of snares I saw failing) and didn't stop even when there were about ten people underfoot.
Daldaen
07-26-2015, 07:52 PM
From my personal experience on the event on live and Mac server, the mobs would stop entirely once someone engages them in melee. Whether that be a PC tank or a NPC coldain. They shouldn't charge past someone who is hitting them.
The one thing about the runners is, once a wave gets into its running gait, snare no longer stops it. A walking mob that gets snared basically gets parked in place and behaves sort of like a rooted mob. However once they start running, snare simply slows them down and they continue walking their route to Thurgadin (this works correctly).
I was right by the waterfall when we failed, so I saw a sort of climbing ladder of giants charging forward over everyone (full speed) until one finally reached the waterfall. With that and snare failing so much, it was pretty much a lost cause once they started running.
That said, it was fun and I'm glad I got to take part. :)
Edit: I wish my recording software hadn't crapped out in the middle of it, otherwise I'd have footage.
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