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#1
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![]() Mostly only in outdoor zones as Walls/LoS pretty much prevents this in indoor zones (except for Trak Lair).
Plane of Sky Everything looks to be pretty classic here. Aggro/assist raidus seems fairly large and correct. Terrain (hills/windmill etc) blocking Line of Sight aggro/assist radius should be removed. Plane of Hate Innorruuk -- Very Small http://www.youtube.com/watch?v=AGJq77noz-8 At 1:30 in the video the Gnome Enchanter is sitting in front of the raid. Innoruuk strolls up pretty close before he is DT'd. Maestro of Rancor -- ??? Old Sebilis Trakanon -- Line of Sight on player anywhere in Lair Will not see you in the very back around the nook Paths every 20 minutes Corpse camps (assuming 20 minutes) Gates Sebilite Protector -- Will not aggro Trak if Protector is in the front and Trak is in the very back around the nook Anywhere else that Protector or the Jugg that is on the same path is in Line of Sight, Trak assists Tolapumj -- Will not aggro if hugging left when entering Lair http://www.monkly-business.net/forum...light=trakanon Chardok Korocust -- Line of Sight on player??? King -- Line of Sight on player??? Queen -- Line of Sight on player??? Charasis Druscilla -- ??? Karnor's Castle Venril Sathir -- Low range, almost up to table before aggro Skyfire Mountains Talendor -- ??? Emerald Jungle Severilious -- ??? Dreadlands Gorenaire -- ??? Veeshan's Peak Silverwing and Hoshkar -- Huge, but from these posts it seems they do not path close enough to aggro in the alcove (or possibly a restricted Line of Sight even though it is an outdoor zone) Quote:
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Nexona -- Huge, halfway down hall towards Nexona door (cannot see Racnars) Druushk -- ??? Xygoz -- ??? Phara Dar -- Huge, just outside door (possibly smaller than Nexona?) Plane of Fear Dread -- Good as current Fright -- Good as current Terror -- Good as current Dracoliche -- Good as current Cazic Thule -- Good as current Other different types of mob here need ranges adjusted looks like This is going to be pretty difficult ;/ In Plane of Fear terrain is blocking Line of Sight from mobs. This should not be the case. Currently if you zone into Plane of Fear with a FD class you will be free from any aggro as long as the two minute pathing Shiverback is not on the top of the hill and the scarelings that path up there are elsewhere (they take a long time to path). The static Spinechiller spider behind the portal as well as the scareling off to the side WILL NOT aggro. As is right now it is possible to duo Fearplane with a Cleric and a Monk. I think everyone can pretty much agree this is not classic. Removing terrain (additionally the firewall) from blocking Line of Sight would make this utterly impossible and how it should be. I would test the mobs above on the EQMac server but sadly I do not have a high level character there. Will need a bit of help from the people that play there now and still frequent the forums here. | ||||
Last edited by Treats; 07-05-2012 at 03:57 PM..
Reason: Added Veeshan's Peak
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#2
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![]() Do you have any reason to think Drusella Sathir should have a larger agro range? As someone who has solo'd her, i can say she would be much easier if she agro'd all the way down the hallway leading to her room. As it stands she is challenging to pull single, even if you know the tricks to it, as evidenced by my recent corpse in HS.
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Last edited by Handull; 07-05-2012 at 05:14 PM..
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#3
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#5
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![]() Line of Sight aggro and an NPC having Line of Sight to cast or land a spell are basically one in the same. If the NPC cannot see you to aggro it also cannot cast a spell to land on you.
A prime example of this is Western Wastes in Velious. If terrain did block Line of Sight you could easily hide behind several of the extensions of the canyon walls to fight dragons and prevent AE's. This was not the case as the dragons were fought out in the open, you could not hide. Fear was very difficult to break back in the days of Classic/Kunark/Velious. This is chronicled by the number of horror stories of people losing gear/levels etc. If terrain would have been blocking line of sight a fear CR would have been a joke to recover from. Zone in, harmony shit, and rez. Way too easy. Some things that I think would help the server in terms of difficulty: * Trakanon Light of Sight anywhere in Lair * A bit higher aggro range scaling with NPC level (61+ huge) * Terrain blocking Line of Sight in Outdoor Zones removed * VP dragons increased aggro radius (this might allready be the case?) * Feign Death/Sneak unable to instantly clear aggro if the NPC's back is turned * Another huge thing would be the addition of NPCs adding players to the hate list. When this is added you will no longer have people kiting NPCs and creating clusterfucks in zones where they are trying to kill a Raid NPC the fastest. On live this tactic was hardly ever used. The reason was not because the players did not think of it. It was because training shit around other raids was called a Zone disruption. Every single player that got into the aggro range of an NPC that was being trained around was added to the hate list on every single mob in the train. Someone on that list sits and you were screwed. Someone on that list gets healed, you're screwed because all mobs are going to that healer. Someone happens to get closer to the mobs than the kiter, you're screwed again. This tactic is complete garbage and should be a Zone Disruption when it occurs. One last thing in reference to Cazic Thule in Plane of Fear to prevent this sort of thing from happening. * When CT is aggroed deem each player added to his hate list a slight margin of hate higher than initial aggro on a train that is being kited (It could already work this way?) This would be to prevent kiting the mobs around the zone so they cannot directly run to Cazic. Example: Bard kiting everything around while guild prepares to engage Guild engages CT Each mob in the kite is instantly given higher hate to the players attacking CT therefore leaving the bard and running to assist him Note -- This won't really be possible once Fear is revamped. There won't be anyone kiting anything when Cazic has 400k hp and is a beast. I know there isn't really any proof for much of this. Taking a look at the Server's relative ease and numerous RNF threads relating to this kind of speaks for itself. | ||
Last edited by Treats; 07-28-2012 at 08:09 AM..
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#6
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![]() your prime example is flawed. everyone remembers being able to maneuver around the corner past Sontalak to get into TOV. Some people probly remember hanging out at the pirate boat before creeping up the hill to jump on that stationary dragon.
If the temple wall or hill didnt block line of sight for agro then none of that would have worked....Also, ducking around hill tops was always good for avoiding agro via line of sight from the roaming dragons. | ||
#7
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Sontalak sits right in the middle of the entrance to ToV. To get into ToV you either had to: 1 -- Train Sontalak out into the valley to run past 2 -- Have a mage at the ToV zone in to CoH 3 -- Harmony Sontalak but I'm not sure if it was possible back then to get in range before aggro | |||
#8
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The game mechanics of the terrain should not change. Hills have always blocked line of sight agro. The little houses (fiends, boogeys, fingers) and walls (not double walls) should not block line of sight agro. The stairs where the tormentors are probably shouldnt block, but the giant firewall around the temple for sure blocked line of sight I guess because it is considered a double wall. edit: if you thought mobs in fear agro'd thru hills on live, it was more likely because something invis had agroed you from further away and the assist agro caused mobs to agro from behind a hill. Lower level pullers also caused larger agro radius. If you were to consider any agro changes, perhaps increasing the agro range for the mobs, but not eliminating solid terrain bloacking line of sight. | |||
Last edited by Metallikus; 07-27-2012 at 03:45 PM..
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#9
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Trak - agro radius is massive if you can see the dragon in first person view it will agro you anywhere in lair. Only evidence I have is killing him on AK server. If anyone has reason to believe trak was changed from inception to AK code lock, then so be it. I doubt it was though. He also will gate if pulled out of lair, and if agro'd out of the lair it will take a very long time to reset back to bind. No exact time, but anything less than 15 minutes is wrong, he sits and corpse camps. -VS won't agro on los, can get almost up to the table before agro. -VP dragons it's good the zone is now outdoor, some other things that may or may not be in, no idea. -they all gate (a pain when fighting hosh and sw) -from what I can tell walls will not stop agro, examples are running past the drop down bridge otw to nexona, halfway down that hall towards the door Nexona will agro before you even get in LoS of the racnar guards. Same with PD.. engaging the 3 drakes outside will agro PD everytime. Best guess would say they all have a sizeable agro radius which anyone that enters gets agro no matter where you are. fear - depends on mob. Amy's/scarlings/toads like to agro you from far away, while fetids and wisps have to almost engage in order to agro. The golem/draco/CT agro radius on p99 from what I remember and comparing to AK seems pretty legit, however AK does have the revamped draco and ct - tough to use those as a comparison although I doubt they changed there agro mechanics. | |||
#10
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![]() You guys should really try to come up with better proof than what is being displayed on Al'kabor. Those zones were changed so many times between Kunark and PoP that any evidence coming from that server should be taken with a grain of salt.
Nexona doesn't gate. You want to fix something about Nexona ? Look at the HT she throws at you 2-3 times a fight for 4k. It should be around 1k and it should only happen once. Losing a tank to Nexona is not classic. As of now, Nexona is the hardest dragon in VP because your tanks will take random 4k HTs throughout the fight. AoEs in VP: They should all be avoidable. We used to pull everything in VP at the zone in, and we fought all the battles with the healers under the bridge. They'd dodge every single AoE. Drakes: Drakes should lose aggro with LoS. They should not be following you as soon as they lose LoS. Whether they regain aggro when you come back next to them (without FD) I can't remember, but Drakes should not be chasing you around the zone. I can't provide proofs for any of this, it's coming from my classic knowledge (which is probably a more classic recollection than what Al'Kabor is). | ||
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