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  #81  
Old 11-27-2014, 08:20 PM
Rais Rais is offline
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The question is why the fuck is this dude taking cell phone pics of his screen. That alone tells me how retarded this guy is.
  #82  
Old 11-27-2014, 08:22 PM
kotton05 kotton05 is offline
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He can figure out how to get pictures from his phone to a PC to the internet then upload/post, but can't take a screen shot and be nice to the one trying to help him. Could be troll?
  #83  
Old 11-27-2014, 08:23 PM
khanable khanable is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Was there a limit on the number of npcs that could be simultaneously aggroed, or was it purely client connection to server that suffered?
I'd imagine more than just client->server suffered

And wasn't there something having to do with a maximum on the aggro list? Only X many mobs and the rest just ignored you?

I thought I had read something about that here actually. To the internet archive!
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  #84  
Old 11-27-2014, 08:30 PM
Rais Rais is offline
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They did something during SoL to make AOE groups harder to do. On live one person can have unlimited agro, but could only have four mobs agro on you attacking you. This sounds odd, but if you had a train, NPCs would hit you (all 4) but once they hit you they "lost agro" but stayed there and the rest of the train took their turn hitting you. This way they all hit you, but only really four at a time. This is when everyone would aoe stun etc and have the aoe exp.

I had a bug report about npc agro and how many before. As a wizard I had something really dumb happen to me while medding at Gfay spires. Someone trained the bandits on me and I gained agro. I used root on all 3, and sat to med. A orc pawn came by and attacked also. I rooted that one also, and root would break on another mob. I would root that one then root would break on another mob. This went on for 10 mins. It wasn't random breaking, it had to do with an unknown limit.

It was strange to me since as a wizard we would quad kite. So having four mobs snared chasing you around was ok, as long as they didn't hit you. Maybe it's in the code somewhere and Secrets or someone can find it. Who knows.
Live server AoE Sebilis or fear was totally classic. People hated chardok and never did it because of all the casters on my server.

Anyways, AOE groups still worked because once you had more than one person on the agro list it countered this strange mechanic and they all came and were stunned etc etc etc.
  #85  
Old 11-27-2014, 08:31 PM
Rais Rais is offline
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As about the rooting thing I mentioned as a wizard on live. I tried this out a lot after this happened on live. It happened everywhere.
  #86  
Old 11-27-2014, 08:33 PM
Rais Rais is offline
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Sounds like a BDA casual scum causing trouble for the staff again.
  #87  
Old 11-27-2014, 08:35 PM
Rais Rais is offline
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Here are more people talking about it in bug section Nil.
http://www.project1999.com/forums/sh...ghlight=rooted
  #88  
Old 11-27-2014, 08:37 PM
Daldaen Daldaen is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Was there a limit on the number of npcs that could be simultaneously aggroed, or was it purely client connection to server that suffered?
There was some discussion in classic threads about how there is a limited number of players allowed to be in melee range attacking a player. I heard anywhere between 3-8~. This number is multiplied by the number of players on their hatelist. Example:

If your group of 3 trains from Unrest to entrance, and you have 12 mobs. Because its 3 people on the hatelist, 3*3=9 and thats the maximum that would be meleeing one person. The rest will target to the others on hatelist. If there are more mobs than there are "slots" of aggro they will wait just out of melee range and jump into the fray once a mob is dead or when more join the hatelist.

I can dig up the few posts that mention this mechanic if you like, but I believe it was very early on (maybe even pre-Kunark). And I was always skeptical of this being a true mechanic because I remember gnoll trains in Blackburrow crushing. Maybe its due to so many on hatelist that there were enough slots allowed ona single person but yea.
  #89  
Old 11-27-2014, 08:40 PM
Red_Psyphon Red_Psyphon is offline
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holy shit...I bet guide moregan bashed his head against the wall dealin with this guy
  #90  
Old 11-27-2014, 09:22 PM
khanable khanable is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
There was some discussion in classic threads about how there is a limited number of players allowed to be in melee range attacking a player. I heard anywhere between 3-8~. This number is multiplied by the number of players on their hatelist. Example:

If your group of 3 trains from Unrest to entrance, and you have 12 mobs. Because its 3 people on the hatelist, 3*3=9 and thats the maximum that would be meleeing one person. The rest will target to the others on hatelist. If there are more mobs than there are "slots" of aggro they will wait just out of melee range and jump into the fray once a mob is dead or when more join the hatelist.

I can dig up the few posts that mention this mechanic if you like, but I believe it was very early on (maybe even pre-Kunark). And I was always skeptical of this being a true mechanic because I remember gnoll trains in Blackburrow crushing. Maybe its due to so many on hatelist that there were enough slots allowed ona single person but yea.
Interesting -->


On Wed, 17 Jul 2002 18:03:18 GMT, Lance Berg <emp...@dejazzd.com>
wrote:
>OK, so, whats needed here?
>
>I -think- its
>2 enchanters
>1 cleric
>2 PB AOE nukers
>1 puller.
>
Yep, pretty much right on, though I've certainly done it with a single
enchanter with very good results.
>The puller brings wave after wave of mobs to the group
>The chanters stand together and spam out AOE Mez
>The cleric keeps the chanters alive
>Once sufficient groups are present, the nukers
>start blowing mana on PB AOE while the chanters keep
>spamming Mez and the cleric spams groupheals or does
>his own PB AOEing.

I've rarely done it this way, just because I hate having to run and
aggro a bunch of mobs, bring them back, aggro more, etc. I prefer to
have my entire group put me on auto-follow and I rush around aggroing
mobs willy-nilly until I have a HUGE group behind us. The 4-mob limit
can be a real pain in the ass when you're looking for a good pull,
especially in the zones that I find best for AE. Having the entire
group running around ensures that you get at least 24 mobs on you,
which is a pretty good run since several of the mobs in the zones we
use are 55+.

https://groups.google.com/forum/#!searchin/alt.games.everquest/aoe$20group$20mob$20limit/alt.games.everquest/_t9mBSaMaBg/TQqwqwJvjzEJ

seems legit dawg
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