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  #1  
Old 02-19-2011, 09:29 PM
Stefen Stefen is offline
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Definitely not classic. Mobs did not leash at any point through Velious.

The picking and choosing of which classic elements to maintain (cough, experience penalties) is really discouraging.
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  #2  
Old 02-19-2011, 11:21 PM
Lazortag Lazortag is offline
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So.. does this happen on eqmac?
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Old 02-20-2011, 01:22 AM
Trystych Trystych is offline
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This would be far less annoying if mobs would stay on their islands so they could be killed where they should instead of falling through the floor. We had a flying mob fall through a flat area of island on 4 and summon people to EFP today.

So much effort is being put forth to make sky a complete pain in the ass, which it was on live too but not to this degree. Of note: No safe area on island 5 to begin breaking the island. Host of CC issues on 6, those bees before hatched are supposed to be charmable, the floor has been broken there for long enough I couldn't even say if the gear blocks LoS yet.

I don't care that DA tanking was nerfed, it should be. But having to kill things only on a select few islands and then removing the ability to bring things here is very counterproductive to sky raiding.
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Old 02-20-2011, 01:43 AM
Neach Neach is offline
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Changeing the meaning of Classic Server/Everquest to Classic Content would help most get over this. . . . .


I hope. . .
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  #5  
Old 02-21-2011, 04:04 PM
Trimm Trimm is offline
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Quote:
Originally Posted by Trystych [You must be logged in to view images. Log in or Register.]
Of note: No safe area on island 5 to begin breaking the island.
To the best of my understanding, this is how Isle 5 was intended to be. It's a very small island with 11 large agro-radius, roaming mobs. The isle needs to be broken in the same way Fear needs to be.
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  #6  
Old 02-20-2011, 01:25 PM
Lazortag Lazortag is offline
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From looking at the different posts here it seems this should only affect Kunark zones, and that the distance should be longer than 500 metres.
Thanks for the hard work regardless devs, and thanks for removing it for now.
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Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
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Project 1999 (PvP):
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  #7  
Old 02-19-2011, 09:30 PM
Rais Rais is offline
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The part about them not going back to their spawn point is a bug, but this did exist in classic EQ where mobs would stop chasing you after a certain distance and go back to spawn.. and if you got close enough again, they re-aggroed.
No, mobs would never stop chasing you at all. They would chase you till you zoned. Only DAOC/WoW have the leashed effect on mobs. Everquest, the mobs would ALWAYS keep chasing you no matter what. This is what was the difference between EQ vs DAOC/WoW.

This is why we used Res pulling up till Veeshan peek. Having Furor shoot Nexona with an arrow to be res pulled to the main room before Phara Dar's tunnel -> Room worked.

Western Wastes stuff didn't deagro there. Plane of Growth? Not there either. And those are the 2 biggest zones up to those time periods.
Last edited by Rais; 02-19-2011 at 09:32 PM..
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  #8  
Old 02-19-2011, 10:00 PM
Rogean Rogean is offline
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Quote:
Originally Posted by Rais [You must be logged in to view images. Log in or Register.]
Having Furor shoot Nexona with an arrow to be res pulled to the main room before Phara Dar's tunnel -> Room worked.

And its stuff like that which lead to why Furor got banned.

Oh, yea.. I don't need any FoH fanboys up in my grill, but yea.. Furor was banned, confirmed by an SoE Employee.. he didn't quit.
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Old 02-19-2011, 09:36 PM
Rogean Rogean is offline
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Lets be clear here. This is not a leash. The mob will follow you indefinitely. If you get too far away, the mob will disengage you.
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  #10  
Old 02-19-2011, 09:40 PM
Rais Rais is offline
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Quote:
The mob will follow you indefinitely. If you get too far away, the mob will disengage you
This is the problem. Mobs in Everquest, never disengaged at _all_. Only after zoning, and thats because of how the zones/server were connected.

The only times this happened is when they changed Res Pulling in Velious, and Call of Hero spell. Those were the only ways NPCs would disengage/lose agro. NPC's chasing you till you zoned, no matter how far you got away from them was never a bug.It was the mechanics of Everquest.

Although this effects guilds doing Sky the most, it will change a lot of dynamics in Kunark. Res pulling is also part of the issue, since you can't pull using that way also. These are changes that are going in now, and never happened in Classic, Kunark or even Velious.


*Touched up wordage!
Last edited by Rais; 02-19-2011 at 09:45 PM..
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