Project 1999

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-   -   Game Mechanics: Lazy Mobs Kunark / Velious (/forums/showthread.php?t=155722)

lurk 01-05-2017 01:43 PM

Missed this one

- Trak comes to the room he touches to by himself, the touch room is out of range from his lair (happened to me to get touched too early and he wouldn't come), he is close enough when I pull him to the bridge

http://thedruidsgrove.org/archive/eq/t-5766.html

Gives an idea of the range of lazy agro. Out of era but seriously this was always a thing. If you werent aware of it then you didnt pull classic

Ikon 01-05-2017 02:01 PM

Quote:

Originally Posted by lurk (Post 2437019)
Lazy agro definitely varied by mobs or zone or something. Idk but the thing about getting trak to summon you is accurate. That is how he was solo'd. Trakanon might not have had lazy agro. I recall the original boastful bellow AA had no LoS check and some crazy range. Thott posted about it somewhere how he used it to pull trakanon to zone in.

Its crazy how i even remember this little shit from so long ago

That quote verifies what you're saying. They're saying you need to pull him to a spot so when you're banished you'll be inside his lazy aggro range so you get summoned back, otherwise youll be too far away and he won't summon you. So I'm agreeing with you, you are right.

Crom 01-05-2017 05:45 PM

before this goes in will there be a fix for NPC's casting, so it's interrupted if you move out of casting range so it isn't like to day, you can be across the zone and npc spells still land if they started casting before you moved out of range? would be less fun to be nuked by disengaged NPC's

pasi 01-06-2017 03:31 PM

Quote:

Originally Posted by Haynar (Post 2437043)
I remember trying to solo Trak. And wasn't getting summoned back. Because I was too far away.

I am going to try and get lazy aggro coded up this week.

I soloed Trakanon almost everyday in PoP and Gates (made a lute for UDB to spawn him). I was that SK; wish SK.org or TSW still stood. There's a log that I have posted here of my soloing if you have any doubts. It's also available on Allakhazam's way back machine.

Anyhow a few things.
Normally when you did Trakanon, you ran up and smacked him and he would banish you. He had a rune (necromancer) and his banish was off-cooldown, so you wouldn't do much damage. I generally used my Vanazir for 30MR (along with stuff like RoR which was 60 MR) as his deadly lifetap was the only concerning thing. However, during Gates I started using my Barxt Javelin which hit a lot harder and ran into the issue of bringing him below 97% before I was banished.

You would always clear the banish room prior to engaging him and you needed to clear any nearby Adepts that room or were in the nearby room (there is another room nearby that you reach by turning left when facing the tube-shoot to Juggs). These dudes would CHeal him through walls, without being aggroed on you. As an SK, killing an adept with another nearby was the hardest part of soloing Trakanon. Got a lot easier when I purchased the Timestone Ring from CT which mana-drained these bastards.

Trakanon was social with Myconids and you didn't want adds. Luckily, Trakanon corpse camps for a long time. So, you wait until got Trakanon to the area right outside the banish room right in the Myconid area with the tube shoot to Juggs. You would then FD. After aggro cleared, you would FD pet pull him single into the banish room. If you aren't familiar with pet pulling, you would FD, /pet attack, then /pet hold (or spam pet back). After your pet hit the mob once, you could stand up/move and the mob would come single provided your pet didnt hit it again. This worked on every single non-linked mob in the game, the only limiting factor was pet HP (which things caster NPCs or bestow DA solved).

Anyhow, that's enough for strategy, just wanted to give some background.

I started using mySEQ in Gates of Discord, so everything was very visual. If you engaged Trakanon in the back of his lair and were banished, he would not summon you. You did remain on his aggro list though. MySEQ had a delay on showing far-away NPC movement, so it is difficult to accurately say his behavior. To clarify on that, he would update on MySEQ as making jumps. Generally got about 3 movement updates on MySEQ all indicating he was moving toward you. Around the time he would reach the Jugg Area, his movement was synched up with mySEQ.

Now for the times when I took him to sub 97% prior to banish. I never was immediately resummoned into the layer, but Trak would not regenerate as if he was out-of-combat. He would; however, chase me. The first summon would be around bridge outside his lair or the ramp up into his lair where him and a few juggs would be waiting. Then, after another banish, I would usually get summoned again in the Reet tunnels, and then one last time on the Juggs door. After that, he was usually in my spot where I pulled him from.

He had to have chased me somewhat to get to the area where I always got first summoned. To my knowledge, many NPC summon abilities have a maximum distance. Call of the Zero is 600, I'm not sure what Trakanon uses, but my experiences indicate that his chase range is longer than the maximum distance on his summon ability.

Deviating from that a bit: do you plan on implementing leashes in the sense that if no player is X-distance from the NPC, the NPC returns back (but maintains it's aggro list, so it will chase a player who gets within X-distance) or do you plan on having it such that if the NPC is Y-distance from it's spawn, it leashes. I would strongly argue that the former is the proper mechanic.

Daldaen 01-06-2017 04:04 PM

Don't think anyone is arguing for leashes to be to spawn points.

It's all about distance between mob and PC.

Haynar 01-06-2017 06:08 PM

Quote:

Originally Posted by Daldaen (Post 2437960)
Don't think anyone is arguing for leashes to be to spawn points.

It's all about distance between mob and PC.

Yes. This.

Daldaen 01-19-2017 10:38 AM

Haynar is there any chance I could test whatever fix you might have in the works before it goes live? Or is your test server for this a closed thing?

There a ton of little nuances with this and it would be great to test it all out before it launches.

Haynar 01-19-2017 11:15 AM

I don't have a test box up that anyone could get on.

First pass its a 1000 distance chase range.

Also from eqlive. There is what look like a 24 sec timer, they will chase even out of range, starting from when you last did damage. Should they summon during this? Unknown. Probably not. I think the summon range may be tied to chase range. Getting this addition chase mechanic done complicates it. Thats why i want to get first iteration of chasing in. Then I can work on the 24 sec chase after dmg.

H

Daldaen 01-19-2017 11:58 AM

So the summoning I believe should be within chase range.

Trakanon being a prime example. He wouldn't summon you back to his lair but he would if you pulled him to the Jugg/Reet tunnels.

I had thought that most of the tests showed 600' range for typical zones and mobs. But I guess 1000' is more generous for an intermediate value.

I wonder if that 24 second timer is just how often the server checks up on it?

The main thing I'm interested in is how re-aggro will work. For example a mob gates on you, and is outside of chase range. Let's say even with 24 seconds of running it still doesn't get in range, and it starts pathing home. If I then go back within the 1000' chase range, does the mob reaggro me? If it's fully reset to its bind point or pathing node? What if it's only still walking back not fully reset? Will it ever deaggro (10 minutes of no action for example caused a deaggro at some point also)

Also another question is how would assist calls function during those 24 seconds. The mob is continuing to chase, and it runs past some mobs on the same faction. I would imagine this wouldn't snowball right? IE Mob B gets assist aggro and runs for 24 seconds where it tags mob C who then gets assist aggro and runs for 24 seconds.

Haynar 01-19-2017 12:34 PM

You go out of chase range. They go home. You are still on their hate list. You get in range they are coming. Only drop from hatelist at this point is the 10 min timer. Its not a FD mechanic that drops you when they get home.

I have not played with the 24 sec mechanic enough. The problem on live. Is they completely drop you at 30 sec. You dont linger if ur out of chase range more than 30 sec after doing damage. I have conflicting info how classic should be.


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