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View Full Version : Game Mechanics: 10 Ring War Bugs


Kekephee
09-25-2015, 10:00 PM
BDA did a ring war tonight and there were a few bugs- I assume they are generally known about by staff, and it is not my intention to waste your time with stuff you already know about, but I thought for the sake of being thorough and definite it would be helpful for a thread to be made since as far as I know this is the first ring war attempt since the big patch.

So root/snare stacking was relatively helpful. Giants are still falling under the world like crazy though, we had about 6 or so fall though, Sirken moved a few and some of the others we used a Bard to highsun once he got summoned.

Giants are completely ignoring tanks in wave 3 though. We eventually lost when mobs were too resistant to get CCed, and refused to stop once engaged by a tank.

I would go further than "ignoring" and say they were actively dropping aggro to go run. I personally grabbed aggro on a couple of them to stop them running, they wailed on me for a few seconds, then just kept running as if I'd dropped my hate.

I have video of this from tonight and will post it in any bug thread you guys choose to create.

Sorn
09-26-2015, 12:07 AM
Losing aggro on the 3rd wave (https://www.youtube.com/watch?v=Mll5eUTOoic) - I turned spell effects off due to lag so I'm not sure, but I think the only reason they're stopping is due to root landing in some cases.

Final rush from the 3rd wave, ring war failure (https://www.youtube.com/watch?v=mXIvRLZ0SfY) - Now in HD!

Going over the second video again, I see that the High Priest of Zek I went past was chasing someone who had aggroed it, but the Kromrif Veterans are not acting the same way at all. It may be a very specific issue with the veterans. I'll go over the rest of the video I took to see if I notice anything else.

Edit: After the loss, I went into Thurgadin and found people slaughtering the slaughtered Coldain, who would get up and fight back if you didn't kill them in one hit. Is this classic?

Sorn
09-26-2015, 12:25 AM
After going over the video, the high priest is the only one behaving normally. When rooted, he faces the nearest person he wants to kill like a regular mob, but the veterans stay pointed in the direction they were headed and the moment root breaks, they're off without caring who is underfoot.

arsenalpow
09-26-2015, 01:27 AM
What about the part where Dain is spawning after failed ring war. Free Dain every 2 hours.

That's also probably a bug (right?)

Sallan
09-26-2015, 01:59 AM
Yeah that shouldn't be happening. One of the dev's commented it needs to be changed in another thread

Sallan
09-26-2015, 04:44 AM
Yeah that shouldn't be happening. One of the dev's commented it needs to be changed in another thread

http://www.project1999.com/forums/showpost.php?p=2029155&postcount=31

Colgate
10-13-2015, 03:58 PM
bump, dain still spawning from failed ring 10

Daldaen
10-13-2015, 04:04 PM
bump, dain still spawning from failed ring 10

I'm not so sure this is a bug.

Dain was spawnable via the Shawl quest when it was added in 2002.

I wouldn't be at all shocked if the entire zone repopping included Dain. I could probably go kill Dain and then fail a ring war on live and see what happens I guess.

Colgate
10-13-2015, 04:21 PM
does he get chain spawned/killed on blue?

Daldaen
10-13-2015, 04:28 PM
Nope, not really that viable on blue.

1. It kills Thurgadin and Icewell for 2 hours. This makes people disgruntled and being extremely disliked on a small server isn't good for a guild.
2. When it kills Thurgadin everyone knows what's about to go down. IE every guild has 2 hours to mobilize and prepare for Dain. Leading to train clusterfucks and many people being sad.
3. Dain faction hits aren't favorable for many people and the hardcorest guild already raids enough as is, his loot isn't tasty enough to draw them into spawning it every 3 days instead of every 7.

On blue there have been 2 failed ring wars thus far. The 2nd had three guilds set up for Dain when he spawned. It got messy.

It's not worth the trouble for 1 Dain head and some crap loot. It's an okay concellation prize for failing the war I suppose. Would really prefer a winnable war though. The aggro mechanics and falling through the world was a problem during every single one I ran on beta but unfortunately we couldn't do them frequently enough for devs to continue to test fixes, thus we have our broken war.

Colgate
10-13-2015, 04:38 PM
ah so it's only possible every 3 days? that's the respawn on the sentry i assume?

Daldaen
10-13-2015, 04:44 PM
Correct.

You're not able to spawn this every 2 hours.

Juevento
10-14-2015, 01:45 AM
Now, here is an interesting question. Would the Dain resulting from a failed ring war fall under the 20 minute engage rule for the guild who spawned it (similar to Ragefire or Ixiblat)?

Erati
10-14-2015, 10:17 AM
Now, here is an interesting question. Would the Dain resulting from a failed ring war fall under the 20 minute engage rule for the guild who spawned it (similar to Ragefire or Ixiblat)?

hes not instantly triggered from a turn in - the zone simply repops

under your logic - all the Councilors that repop would be the property of the failed Ring War owner too

and Grand Huntsman.... etc

Oleris
10-23-2015, 11:43 PM
http://www.twitch.tv/olerris/v/22141557


mob falling through world at around 30:50-31:00 of highlight. Happened several other times. If someone want to go through the rest of the footage go ahead and mention other bugs.

arsenalpow
10-23-2015, 11:47 PM
the falling through the world stuff kinda sucks, but the real kicker is the in wave 3 when the giants break root every single tick and either walk or sprint the entire time and ignore any sort of aggro whatsoever

Oleris
10-23-2015, 11:56 PM
I don't know if it's because guards assisted or not, but multiple kills did not give any faction hits as well.

Man0warr
10-24-2015, 01:00 PM
Also http://www.project1999.com/forums/showthread.php?t=215997

Sorn
10-24-2015, 01:48 PM
I found this highly detailed guide on how to do the ring war (in 2002, after Luclin, between the resist changes and the level cap raise to 65): http://www.monkly-business.net/forums/showthread.php?t=8754

Relevant quotes:

(for slowers) However the veterans in the 3rd wave are very magic resistant, and usually only shammies disease slow will traditionally stick. With the new resist changes, if the mob is sufficiently debuffed first however magic based slows land.

(for clerics) Don't bother with Stuns, they don't work. Also have DA and DB loaded because if you have 2 mobs on 1 person, and you CH one will usually jump you.

MoK/MoR lands fine on the first two waves of mobs, but not Vets.

(for nukers) Normal tactics apply. Don't over agro. Also have snare loaded. The first two major waves can be snared.

The author also mentions bugs encountered.

I also found this terrible video of a ring war in 2003: https://www.youtube.com/watch?v=O9xdfmQsnR8

From the Alla page regarding this quest, here are some comments from 2001:

(October 29, 2001) - The giants are *NOT* kitable anymore. Their follow range was changed to basically melee range, so if you aren't directly engaged with a giant it will ignore you and beeline for Thurg.

(October 25, 2001) - I have participated in this 10th Ring War. It is by far the most fun I have ever had in EQ. We had about 140 people set up for it. 90 were 50+, 71 were 55+. By the 3rd wave all **** breaks loose. It is very intense and you will only succeed if the war is organized and you have good leadership.

And here from 2002 (bolding mine, seems like this war might have been a little bugged out):

Well, I participaed in this battle and boy was it fun. Except during the final attack the giants over ran us somehow, they started all mobbing one person at a time. I was in the zone only lowest lvl there, (Lv.39). I got killed once when a General aggroed my *** though, anyway, when that last mob attacked they were unstoppable until I saw 1 dark elf running at me with every single behind him. Needless to say I ran like ****, after that we lost...

It ends up the 120 people in zone, only 30 something survived. Ends up when the giants hit zone, we lost. There was about 60 bodies out there.

Except after this fight everyone in town were dead, and as im writing they r still dead. They have not spawned any living townsfolk for 15 hours now. This is not right, its been like half a day and everyone in town are still dead.

Man0warr
10-24-2015, 10:05 PM
Well right now the 3rd wave giants completely ignore you and try to run for Thurg - can't stop them except with root and root doesn't last more than a couple ticks.

Man0warr
12-26-2015, 06:55 PM
Looks like they ninja fixed a lot of issues in the last downtime? The last wave giants were not ignoring tanks for one, and didn't see a single giant fall through the world.

New bug that's come to light though - on a success, Sentry Badain respawned with the rest of Great Divide 15? min later. Which means you could run Ring Wars continuously on a success, as long as you had Declaration of War from Dain.

Erati
12-26-2015, 09:07 PM
they didnt ninja fix anything

Haynar: Fixes for CombatPush pushing mobs through floors/ceilings.
http://www.project1999.com/forums/showthread.php?t=216859

The mobs falling through has been much less infrequent since this patch note. Have run the war I believe 5 times since that change with maybe only 2 giants falling through, the river is still a bad area for falling through however, I wanna say that is the area where I have seen them still go tru

Haynar
12-26-2015, 09:40 PM
There were a couple of tweaks for falling thru geometry. I have another to look at. Working on 3 different eqemu code bases, I tend to forget which one i did what in lately.

H

Man0warr
12-26-2015, 10:19 PM
they didnt ninja fix anything

Haynar: Fixes for CombatPush pushing mobs through floors/ceilings.
http://www.project1999.com/forums/showthread.php?t=216859

The mobs falling through has been much less infrequent since this patch note. Have run the war I believe 5 times since that change with maybe only 2 giants falling through, the river is still a bad area for falling through however, I wanna say that is the area where I have seen them still go tru

That's a minor issue if you have a GM there. The bigger issue was the last wave ignoring aggro.

khanable
12-27-2015, 02:25 AM
That's a minor issue if you have a GM there. The bigger issue was the last wave ignoring aggro.

didnt someone show earlier in the thread that that is classic as of oct 01?

they also don't ignore aggro, they just won't respond to some wiener hitting it with a mallet from 20 feet away :p

Man0warr
01-02-2016, 07:03 PM
With ~180 people in zone, people started desynching as soon as Wave 3 started. Caused a failure.