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Old 07-01-2014, 08:00 AM
radditsu radditsu is offline
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Lazy aggro range was huge. At least half the size of WW.... fucking ice burrowers man. Not sure if it would fix your widdle ae buttburt.
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Old 07-01-2014, 08:38 AM
Tasslehofp99 Tasslehofp99 is offline
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Originally Posted by radditsu [You must be logged in to view images. Log in or Register.]
Lazy aggro range was huge. At least half the size of WW.... fucking ice burrowers man. Not sure if it would fix your widdle ae buttburt.
I think I said this like 8-9 pages ago, or atleast something along these lines. It was the resists that made AE groups on live ridiculously hard compared to p99. I mean, AE groups on live regularly had atleast 5-6 enchanters.
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Old 07-01-2014, 08:52 AM
Gaffin 7.0 Gaffin 7.0 is offline
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Originally Posted by Tasslehofp99 [You must be logged in to view images. Log in or Register.]
I think I said this like 8-9 pages ago, or atleast something along these lines. It was the resists that made AE groups on live ridiculously hard compared to p99. I mean, AE groups on live regularly had atleast 5-6 enchanters.
you are a scrub how would u know, eat some wheaties
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Old 07-01-2014, 05:26 PM
radditsu radditsu is offline
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Originally Posted by Tasslehofp99 [You must be logged in to view images. Log in or Register.]
I think I said this like 8-9 pages ago, or atleast something along these lines. It was the resists that made AE groups on live ridiculously hard compared to p99. I mean, AE groups on live regularly had atleast 5-6 enchanters.
Nope...2 maybe.
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Old 07-01-2014, 05:52 PM
Ikonoclastia Ikonoclastia is offline
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Quote:
Originally Posted by radditsu [You must be logged in to view images. Log in or Register.]
Lazy aggro range was huge. At least half the size of WW.... fucking ice burrowers man. Not sure if it would fix your widdle ae buttburt.
Last time I checked WW wasn't inside Chardok. As stated earlier, there are several posts I linked from 2000 that stated inside Chardok it was a couple dozen feet out of casting range and you had to basically walk the king up to zone otherwise he'd reset because of lazy aggro.

So no, not half the size of WW.
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Old 07-01-2014, 06:31 PM
Ikonoclastia Ikonoclastia is offline
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These were all posted prior to the release of Velious in mid 2000:

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What happens is, probably, that you have three different radii on the monsters. You have the aggro radius, you have the "continue to follow to smash" radius and the "help help I am getting hurt" radius.

The last one of these seems to be too big...

Now lets say that the tank goes and pulls a few mobs. Those within aggro radius starts to follow him. Some other mobs were inside the "help help getting hurt" radius, and gets the puller on their hate list. Later, while fighting, or after fight, you heal the puller. This puts YOU on the hate list, and since the puller hasn't done any damage to it, you go to the top. This is why when such a mob gets near camp, it goes straight for the healer (or the bard).

As for the autoaggroing, I'm not quite sure how it works, but it might be that the spawning critter is within range of another that is aggro on you, but out of "follow and smash" radius, which would make the spawning critter go straight for you.
http://www.eqclerics.org/forums/showthread.php?t=9847


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Monsters in Kunark will also "give up" on trying to catch someone pretty easily, which can lead to problems.

Your puller, with SoW, goes out into the zone, tags a monster, and heads back to your camp. He outpaces the monster a little too much, though, and the monster heads back to his spawn point. No biggie - he pulls something else instead. Remember, though - he's *still* on that monster's aggro list! From that point on, every time you heal or buff the puller, you're putting *yourself* higher on that monster's aggro list - and since the monster has been "activated", so to speak, he's yelling for help around him, even though he's not fighting you.
http://www.eqclerics.org/forums/showthread.php?t=168

If you have a think about that, the radius cannot have been 'half of a zone' given that at one stage the cry for help radius was greater than the 'continue to follow and smash ' radius. If that had been the case, then you would have had half a zone of monsters attacking you each time you engaged one mob.

It was very likely as stated, not far out of casting range.
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Old 07-01-2014, 12:40 PM
Kekephee Kekephee is offline
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Since we're kind of talking about something like it, here's a question: Does anybody remember how if you pulled a fucking ton of mobs back on live, they wouldn't all chase you? Like at one point, and this was way into the timeline so it's entirely possible some shit changed, but I used to go down into Lguk on my paladin in PoP days and stampede around the empty zone for shits and giggles, and one thing I liked to do was to see how many I could pull at once. This thing would happen where once I had like 15 mobs after me, only like 8 would actually chase me- the rest would kind of bug out, path around, half-heartedly run toward me a little bit then walk around some more. As soon as one of the ones that were on me would go down, one of the half-assing mobs would snap out of it and come after me directly.


Is this the lazy aggro you're talking about? Because the range on that was fucking nothing.
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Old 07-01-2014, 09:55 PM
Ikonoclastia Ikonoclastia is offline
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Quote:
Originally Posted by Kekephee [You must be logged in to view images. Log in or Register.]
Since we're kind of talking about something like it, here's a question: Does anybody remember how if you pulled a fucking ton of mobs back on live, they wouldn't all chase you? Like at one point, and this was way into the timeline so it's entirely possible some shit changed, but I used to go down into Lguk on my paladin in PoP days and stampede around the empty zone for shits and giggles, and one thing I liked to do was to see how many I could pull at once. This thing would happen where once I had like 15 mobs after me, only like 8 would actually chase me- the rest would kind of bug out, path around, half-heartedly run toward me a little bit then walk around some more. As soon as one of the ones that were on me would go down, one of the half-assing mobs would snap out of it and come after me directly.


Is this the lazy aggro you're talking about? Because the range on that was fucking nothing.
Very likely not the "lazy aggro' we're talking about. AFAIK it was implemented in Kunark and never affected Antonica until PoP came out (can't confirm that PoP thing though).

There may be been some code that stopped you getting more than a specific amount of mobs on you in vanilla EQ but I don't know anything about it. Could have been a limitation of NPC hatelists. I think the early hatelist did have a limit of 15 and was later increased to 60, maybe something to do with that? Though that limit affected players being put on a hatelist of an NPC.
  #9  
Old 07-01-2014, 09:57 PM
Gaffin 7.0 Gaffin 7.0 is offline
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dude its not ever getting nerfed its been going on for years. let the no backbone weakling's AoE
  #10  
Old 07-01-2014, 10:23 PM
Ikonoclastia Ikonoclastia is offline
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Quote:
Originally Posted by Gaffin 7.0 [You must be logged in to view images. Log in or Register.]
dude its not ever getting nerfed its been going on for years. let the no backbone weakling's AoE
Chardok aside and the aoe thing aside the chase mechanics affected every mob, zone and dungeon in Kunark, as well as Velious.

Its a huge classic mechanic, allowed some talented monks, necro's, sk's and bards to do some pretty amazing things chain pulling singles and splitting mobs. If we don't have classic "lazy aggro" in Kunark and Velious then we're not playing on a classic mechanics server imo.
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