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View Full Version : Haven't played in ages... are there still pathing problems?


JayFiveAlive
11-02-2011, 06:14 PM
I cant remember if I played this year or last year (been a real crazy year in RL), anyhow, a few friends and I are considering coming back to P99 to play on the new Red server and we were curious if pathing bugs have been fixed? We distinctly remember some horrid pathing in the higher level dungeons like kedge/lguk to name a few where mobs would appear out of no where, randomly disappear and pull whole zone, etc.

Do those things still happen? I can't remember if I heard the pathing wasn't fixable or what.

Anyhow, thanks :D

Korisek
11-02-2011, 06:18 PM
There's a thread in the PvP Bugs section that was made today regarding wonky pathing in LGuk, but the main problem there was mob invincibility rather than the whole zone being trained.

JayFiveAlive
11-03-2011, 11:53 AM
Oh, I assumed the pathing would be the same on both servers... Does pathing seem fine on the blue server now at least?

pickled_heretic
11-03-2011, 11:55 AM
there's problems pathing still on the blue server. i can think of two specific examples of mobs that path through walls in uguk just off the top of my head. there's problems in every dungeon, the less frequented ones tend to have it worse.

disco
11-03-2011, 03:10 PM
yeah LGuk still has massive pathing issues.. mobs and your own pets fall through the walls and bring some awesome trains!

Kabilos
11-03-2011, 03:12 PM
Mobs walk through walls in Befallen too, disappear for like 10 - 15 minutes and then magically show back up at the worst time ;)

Sithel1988
11-03-2011, 03:19 PM
speaking of pathing issues. i spend alot of time in crushbone. and theres this ledge that if you go up or down it the mobs will turn around and run all the way around the map to get you. brining a MASSIVE train with it. and as funny as that is, people get killled lol.

Silentone
11-03-2011, 03:24 PM
I have had some pathing issue myself, but this post makes the server seem really grim..its not that bad hehe. I think leveling from 1 to 60 ive had maybe 1 or 2 bad experiences with pathing where it killed me or slowed me down. Other then that I have not had anything too outragous. But then again thats just me

pickled_heretic
11-03-2011, 03:28 PM
I have had some pathing issue myself, but this post makes the server seem really grim..its not that bad hehe. I think leveling from 1 to 60 ive had maybe 1 or 2 bad experiences with pathing where it killed me or slowed me down. Other then that I have not had anything too outragous. But then again thats just me

just walk through the double doors in paw and wait about 30 seconds. 100% reproducible cataclysmic ubertrain, right there. bonus points if you run back to the entrance and wait for the mobs to start teleporting to you.

JayFiveAlive
11-03-2011, 04:11 PM
lol, dang - I was worried about that. I think the pathing is indeed not fixable then. I checked and its been 1.5 years since I played and these cases all sound familiar hehe.

It's not a deal breaker by any means, but its good to know anyway!

Sharkeye
11-03-2011, 11:39 PM
you have to understand that mob pathing is an extremely hard thing to reproduce on emu servers. it takes up lots of server cycles and is a pain in the ass to implement. the eq99 devs deserve kudos for what they've done so far. play on another emu server and you will see what i mean; walls and floors don't exist (as far as mob pathing goes) in most dungeons. my biggest complaint for pathing here is that I wish CT worked better.

Truu
11-03-2011, 11:42 PM
I haven't come across one damn thing thats screwed up in my 4 hours of messing around in riverdale and misty thicket. Actually its better than I remember original. Probably cuz I was 14 playing on dial up when I first played.

Vondra
11-04-2011, 12:08 AM
There's some scattered problems but overall things work quite well.

raptorak
11-04-2011, 03:11 AM
Pathing works - in outdoor zones.

Otherwise, I have found major problems in all dungeons I have been to, City of Mist, Befallen, Paw and especially Lguk. The most dangerous problems occur in areas that have a vertical aspect, Lguk dark tower is incredibly dangerous to have a pet up in (especially the crappy enc pet which loves to fall off every edge it sees, and charge mindlessly ahead into groups of enemies whilst finding a path). The castle in live side is also very risky and hard to navigate, where mobs routinely run up against walls and then pop up unexpectedly right next to you or in the next corridor. It is very difficult to work out a safe pull there.

Massive trains result from a single pull falling off a ledge, running in the opposite direction or going through a wall. You will learn to avoid these areas through experience (loss). These issues are common enough that the careful player mustn't trust the mobs to path correctly and it is usually a better bet to root first and ask questions later, even if this method is technically less efficient.

I'm not saying the server is unplayable, but if you want to solo or make riskier pulls in dungeons you better have Feign Death or a full group. The pathing situation is pretty dire, and even if it is super-hard to fix, it is still a major problem that should be addressed if possible. I'm unwilling to test areas for repeatable bugs because bad pathing usually means a corpse run and exp loss!

Tarathiel
11-04-2011, 03:39 AM
fucked up pathing is classic

JayFiveAlive
11-04-2011, 12:04 PM
Don't get me wrong, I mean no disrespect to the devs or anything like that. P99 is by far the best emulated server out there and it's well worth playing. I just was hoping somehow something magical happened and they were able to fix pathing lol. I give them mad props for everything they've done here! I really think that pathing is not something they have the ability to fix, but not sure on that.

pickled_heretic
11-04-2011, 12:05 PM
You will learn to avoid these areas through experience (loss).

i chortled

pickled_heretic
11-04-2011, 12:16 PM
I haven't come across one damn thing thats screwed up in my 4 hours of messing around in riverdale and misty thicket. Actually its better than I remember original. Probably cuz I was 14 playing on dial up when I first played.

of course pathing in outdoor zones is fine. even if it's technically wrong there's no way for us to notice it because a mob with incorrect pathing still looks like he's doing exactly what he's supposed to do outdoors - wander aimlessly.

it's a whole different ballgame inside a dungeon. you will see mobs walk through walls, teleport, run randomly into another crowd of mobs and aggro a whole room for no reason, etc. and it's all because the pathing is fucked up.

i don't really blame the devs, pathing has to be one of the most time consuming things to fix. each mob / area that is pathing incorrectly must be validated and fixed separately and that's got to be a mountain of work considering how many mobs and how large the dungeons are in everquest. however, it is what it is. enter at your own risk.