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  #1  
Old 06-12-2013, 07:18 PM
Razdeline Razdeline is offline
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Originally Posted by Razdeline [You must be logged in to view images. Log in or Register.]
Do not forget Undead. Undead mobs should always switch aggro if ran by someone else that is KOS. Not sure how this works if they have developed hate.

I think certain mobs such as undead would attack whoever was the closest to them. If they had developed hate, I *believe* they would aggro that person.

How proximity aggro used to work: Anyone that ran by a "KoS" mob would get added to aggro list. Not just the first person to gain social aggro or develop hate to the mob.(how it is on p99 currently)

I remember this vividly in the Velious time frame. I used my friends necro(think it was level 9) with IVU/SoW/and Levi to train Spectres at the docks. I used to blame it on the higher level people in the zone. Was fun being a sadistic 15 year old. Once time I think I killed 20+ newbs. These were the days when you would have 40 people on the beach alone.
  #2  
Old 06-12-2013, 07:38 PM
Kiwaukee Kiwaukee is offline
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Originally Posted by Razdeline [You must be logged in to view images. Log in or Register.]
How proximity aggro used to work: Anyone that ran by a "KoS" mob would get added to aggro list. Not just the first person to gain social aggro or develop hate to the mob.(how it is on p99 currently)
Err... don't think that's true. If you're running through kithicor at night and a zombie prox aggros you and starts chasing you, then I run up alongside you and take off in a different direction, the zombie shouldn't come running after me once you die, zone, or FD unless I do something to get its attention (snare it, damage it, buff you, heal you, etc.).

There are only four ways a second player should get aggro on a KoS mob that's got a player on its hate list. The first is to do something deterimental to the mob or beneficial to the player on its hate list. The second is to get within melee range while the mob is rooted (or casting range and aggro range if the first player is outside casting range and the mob is capable of casting detrimental spells). The third is to be within aggro range when the first player dies, zones, or FDs. The final way is if the mob only has proximity aggro on the first player and the second player is engaged with a second mob that is social with the first mob. Some mob types (undead, for example) prioritize assisting their friends over chasing someone who they only aggro'd because of proximity.

The reason those spectres aggro'd people at the docks instead of continuing to chase your asshole necro was because someone was engaged with a zombie or skeleton or hit one of them with an AoE (bard song, most likely).
Last edited by Kiwaukee; 06-12-2013 at 07:45 PM..
  #3  
Old 06-12-2013, 08:12 PM
kaev kaev is offline
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Originally Posted by Kiwaukee [You must be logged in to view images. Log in or Register.]
Err... don't think that's true. ...

The reason those spectres aggro'd people at the docks instead of continuing to chase your asshole necro was because someone was engaged with a zombie or skeleton or hit one of them with an AoE (bard song, most likely).
Not true sir. Undead that had only been proximity agro'd would switch targets to whichever KOS & non-IVU player in agro range they were closest to (well, actually, they would start with any sitting chars in agro range, sit agro was a bitch.) Spectres in Oasis that were trained past other players (with proximity agro only) would happily gib a player, or two, or six, or twenty, and then resume chasing the player that had trained them if still in the zone. Because of that you could often tell when it was a deliberate train in Oasis, tho the guides (and some GMs) seemed just as clueless as the newbs who got slaughtered. Classic undead agro also made Unrest on live a lot more dangerous than it is on this server.
  #4  
Old 06-13-2013, 04:29 AM
Phats Phats is offline
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Originally Posted by Faerie Blossom [You must be logged in to view images. Log in or Register.]
Why is no one else excited about the prospect of the proposed pvp changes coming with this patch?
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Originally Posted by kaev [You must be logged in to view images. Log in or Register.]
Not true sir. Undead that had only been proximity agro'd would switch targets to whichever KOS & non-IVU player in agro range they were closest to (well, actually, they would start with any sitting chars in agro range, sit agro was a bitch.) Spectres in Oasis that were trained past other players (with proximity agro only) would happily gib a player, or two, or six, or twenty, and then resume chasing the player that had trained them if still in the zone. Because of that you could often tell when it was a deliberate train in Oasis, tho the guides (and some GMs) seemed just as clueless as the newbs who got slaughtered. Classic undead agro also made Unrest on live a lot more dangerous than it is on this server.
This right here. Could not say it better myself. Now to find some wayback confirming this.
  #5  
Old 06-13-2013, 08:44 AM
Messianic Messianic is offline
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Originally Posted by kaev [You must be logged in to view images. Log in or Register.]
Not true sir. Undead that had only been proximity agro'd would switch targets to whichever KOS & non-IVU player in agro range they were closest to (well, actually, they would start with any sitting chars in agro range, sit agro was a bitch.) Spectres in Oasis that were trained past other players (with proximity agro only) would happily gib a player, or two, or six, or twenty, and then resume chasing the player that had trained them if still in the zone. Because of that you could often tell when it was a deliberate train in Oasis, tho the guides (and some GMs) seemed just as clueless as the newbs who got slaughtered. Classic undead agro also made Unrest on live a lot more dangerous than it is on this server.
This is accurate. If you merely proximity aggro'd undead - i.e. you didn't debuff or damage them - and ran them into another player, they would attack that player.

I'm going out on a limb on this one, but I remember it was also true with certain weird classes of mobs that were KOS to all - such as sand giants, cyclops, I *think* griffins were also a part of this, etc. It wasn't the case with bears, wolves, guards, etc...
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I'll look into getting it changed to The Secret Order of the Silver Rose of Truth and Dragons.
  #6  
Old 06-13-2013, 02:09 PM
nilbog nilbog is offline
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Originally Posted by kaev [You must be logged in to view images. Log in or Register.]
Not true sir. Undead that had only been proximity agro'd would switch targets to whichever KOS & non-IVU player in agro range they were closest to (well, actually, they would start with any sitting chars in agro range, sit agro was a bitch.) Spectres in Oasis that were trained past other players (with proximity agro only) would happily gib a player, or two, or six, or twenty, and then resume chasing the player that had trained them if still in the zone. Because of that you could often tell when it was a deliberate train in Oasis, tho the guides (and some GMs) seemed just as clueless as the newbs who got slaughtered. Classic undead agro also made Unrest on live a lot more dangerous than it is on this server.
Scientist kanras is working on undead aggro mechanics.

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Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
I've only been able to get 1 or MAYBE 2 up at a time here.

Betta check ya'lls spawn tables, that shit is classic right there.
Code:
select count(sp2.id) from npc_types npt left join spawnentry spt on (spt.npcid=npt.id) left join spawn2 sp2 on (sp2.spawngroupid=spt.spawngroupid) where sp2.zone = 'oasis' and spt.chance > '0' and npt.name like '%sand_giant%'
34. Kill more mobs noobs.
  #7  
Old 06-14-2013, 01:39 PM
Messianic Messianic is offline
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Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Scientist kanras is working on undead aggro mechanics.
Kanras official p99 badass



Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Code:
select count(sp2.id) from npc_types npt left join spawnentry spt on (spt.npcid=npt.id) left join spawn2 sp2 on (sp2.spawngroupid=spt.spawngroupid) where sp2.zone = 'oasis' and spt.chance > '0' and npt.name like '%sand_giant%'
34. Kill more mobs noobs.
34 spawn points for SGs? Intriguing. It does make a ton of sense that in classic's hayday, so many more noobs were around killing the PHs and therefore more SGs were popping and not being killed...
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Quote:
Originally Posted by Dumbledorf View Post
I'll look into getting it changed to The Secret Order of the Silver Rose of Truth and Dragons.
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