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  #1  
Old 04-25-2012, 05:11 PM
Vohl Vohl is offline
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Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
So your disagreement is shaman mob x can sow himself in a dungeon. But he can't run by warrior mob y and sow him???

That is also wrong... They buff everyone they want to :/.
I'm honestly not sure about SoW being cast on other nearby mobs. Shaman mobs casting SoW on themselves indoors was classic, which made pulling painful at times. I don't recall if non-shaman mobs could keep up with a puller who was banging on the space bar like a monkey when running back to camp.

Keeping things general, my complaint is that melee class solo capability - what little there was in classic EQ - was obliterated by the last patch. The actual details as to why are not exactly clear, but it boils down to a PC being incapable of catching up with or luring back a fleeing mob the way that these classes were able to in classic.

Whether this is due to SoW, pathing, low HP run speed, the % HP at which a mob ran, or something else remains to be seen. My guess is that it's a combination of run speed and HP% total at which mobs run away (in other words, devs swung the pendulum too far with this patch). Classic EQ did have a number of "how to" articles including solo tactics 1-50. I'll be trying to track down and post about these articles in the hope that they lead to productive change on both servers.
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  #2  
Old 04-25-2012, 06:34 PM
Daldaen Daldaen is offline
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Originally Posted by Vohl [You must be logged in to view images. Log in or Register.]
I'm honestly not sure about SoW being cast on other nearby mobs. Shaman mobs casting SoW on themselves indoors was classic, which made pulling painful at times. I don't recall if non-shaman mobs could keep up with a puller who was banging on the space bar like a monkey when running back to camp.

Keeping things general, my complaint is that melee class solo capability - what little there was in classic EQ - was obliterated by the last patch. The actual details as to why are not exactly clear, but it boils down to a PC being incapable of catching up with or luring back a fleeing mob the way that these classes were able to in classic.

Whether this is due to SoW, pathing, low HP run speed, the % HP at which a mob ran, or something else remains to be seen. My guess is that it's a combination of run speed and HP% total at which mobs run away (in other words, devs swung the pendulum too far with this patch). Classic EQ did have a number of "how to" articles including solo tactics 1-50. I'll be trying to track down and post about these articles in the hope that they lead to productive change on both servers.
Melee classes group
Caster classes solo

Its pretty simple IMO. Who has more DPS... A rogue / monk... or a wizard / necro in a group? Melee are the clear choice for sustaining DPS, and they generally get picked over casters for an open group slot.

That, in my eyes, is the trade-off. Soloing as a melee class isn't supposed to be easy, or even doable.

I honestly don't remember melee soloing much at all in classic. Partly because of internet being bad and such, and not everyone's monk having a fungi etc... but I think a big part of it was also this running thing.


The zones I've been in since patch haven't really had runners + I snared everything so I haven't seen the extent of it, but I definitely recall mobs in most dungeons running away quicklike causing some fun trains.
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  #3  
Old 04-26-2012, 03:36 PM
Flashman Flashman is offline
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Current mob fleeing is not classic live behaviour. Orcs in crushbone run through walls now at sow speeds and this is not more challenging it is just silly.

I was in a group with shaman, rogue and monk and we couldn't XP. That is nonsense.
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  #4  
Old 04-26-2012, 11:34 PM
Nuesnada Nuesnada is offline
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I understand mobs run faster here but was it always like this from p1999 inception ??

I played a druid and so understand quading and did it on live , mob diffinitly moving faster< directed at standard mob movent at full health> here than on live.

perception commment was directed towards mobs turning and running earlier. Prior to patch they would turn around walk slowly away. post patch they are running. Is the increased speed perception of person used to mob walking away ?? or is it standard speed who knows only the devs do since they set the run speeed of mobs and we as players do not know the mechanics involved in different run speeds through out a mobs health.



Thanks for listening
Last edited by Nuesnada; 04-26-2012 at 11:45 PM..
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  #5  
Old 04-27-2012, 01:00 AM
Vohl Vohl is offline
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Mobs run when they leave - same crazy speed they have when pulled. It takes SoW to catch them, and if they have SoW, you haven't a chance.
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  #6  
Old 04-27-2012, 01:25 AM
Nuesnada Nuesnada is offline
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you dont need sow on unsowed mobs, at least not in solesk eye. clearing mobs for hq ore. i forget a couple times to snare mob and it runs as they all green to me , i was able to catch upto them if i reacted quickly and follow them. if i tried to stop and cast snare they would be out of range to fast. When i reacted quickly and the mob was not snared if i stayed in back and hit them they would drop to slower speed at about 15 to 11 percent. it was easy then to just whack them down .

if the gobos where sowed then if i forgot to snare them they would easily out run and i would have to wait for them to come back < no train as i didnt sit down>


for record my perception mobs are running at normal speed on being engaged <same speed i percieved prior to patch> . Only time i see any difference in run speed is when mobs are Sowed they move like the squirle from hoodwinked on cocain.

Thanks for listening
Last edited by Nuesnada; 04-27-2012 at 07:13 PM.. Reason: cleaned up sentences and grammer
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  #7  
Old 05-02-2012, 01:38 PM
Metallikus Metallikus is offline
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SOmething that needs to be addressed about mob flee: Since the patch, if you have pulled a group of mobs, they all flee seperately as if they have no idea they have a bunch of good buddies around them agro'd. This is a bug. No mob should flee when the group has agro in the vicinity of the mob's allies. For instance, a group pulls 4 goblins and mezzes 3. The first goblin to go to 20% should not take off running, only the last goblin standing should flee.
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  #8  
Old 06-03-2012, 02:55 PM
nilbog nilbog is offline
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Quote:
Originally Posted by Metallikus [You must be logged in to view images. Log in or Register.]
SOmething that needs to be addressed about mob flee: Since the patch, if you have pulled a group of mobs, they all flee seperately as if they have no idea they have a bunch of good buddies around them agro'd. This is a bug. No mob should flee when the group has agro in the vicinity of the mob's allies. For instance, a group pulls 4 goblins and mezzes 3. The first goblin to go to 20% should not take off running, only the last goblin standing should flee.
Mez counts, and always has afaik, like the npcs aren't there.

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Originally Posted by Xanthias [You must be logged in to view images. Log in or Register.]
Spite golem's in hate sprint away are pretty much unsnarable and can cause a wipe, if a mob is at 20% health it really shouldn't be running as fast as it is at 100%.

Just common sense there
It doesn't. It's something like 0.6% of their normal speed. If the npc in question has a sow, it appears higher. I visited several groups days after this change went live. I didn't see much out of the ordinary.

One change that's coming next patch.. npcs won't juke and have such erratic movement. Kanras did a great job changing how npcs rotate if they are to turn.

If someone really wants to do in-depth research.. eqmac players, fraps yourself fighting an unsnared npc. When it gets to 20%, let's see how fast it runs away? Additional test: See how fast it runs when snared, and/or what % of hp it completely stops moving.

If changes are needed, they will certainly be looked into. From what I have seen, flee mechanics are way more classic now than they were previously.
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  #9  
Old 06-03-2012, 04:47 PM
Ele Ele is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Mez counts, and always has afaik, like the npcs aren't there.



It doesn't. It's something like 0.6% of their normal speed. If the npc in question has a sow, it appears higher. I visited several groups days after this change went live. I didn't see much out of the ordinary.

One change that's coming next patch.. npcs won't juke and have such erratic movement. Kanras did a great job changing how npcs rotate if they are to turn.

If someone really wants to do in-depth research.. eqmac players, fraps yourself fighting an unsnared npc. When it gets to 20%, let's see how fast it runs away? Additional test: See how fast it runs when snared, and/or what % of hp it completely stops moving.

If changes are needed, they will certainly be looked into. From what I have seen, flee mechanics are way more classic now than they were previously.
Is this supposed to be 60% (.60) or 0.6% (0.006)?
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  #10  
Old 06-03-2012, 04:50 PM
nilbog nilbog is offline
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Quote:
Originally Posted by Ele [You must be logged in to view images. Log in or Register.]
Is this supposed to be 60% (.60) or 0.6% (0.006)?
Missing information on my part. Something like runspeed * 0.6
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