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  #1  
Old 01-26-2025, 07:55 PM
everquest2025 everquest2025 is offline
Large Rat


Join Date: Dec 2024
Posts: 9
Default Sirens Grotto Bugs

1) There is a known issue in SG. In many camps after you pet is killed and you are clear of aggro, so out of the water. About 50% of the time you get summoned and killed. Can someone look into this game mechanic?

2) at the FS camp the neriad mistress at -196 -181 -182 will warp to the seconds floor when dictated. She disappears to the second floor. Then paths back bringing friends.
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  #2  
Old 01-27-2025, 05:53 AM
Jomar Jomar is offline
Sarnak


Join Date: Dec 2010
Posts: 470
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Quote:
1) There is a known issue in SG. In many camps after you pet is killed and you are clear of aggro, so out of the water. About 50% of the time you get summoned and killed. Can someone look into this game mechanic?
I've been summoned back into the water a bunch by seahorses as well (w/o sirens to give them vision), but I think this may extend even beyond this where sometimes water mobs just don't respect your position above the water line at all- causing it to "see" you when it shouldn't be able to. An example of this I've had is you can be pet killing neriads underwater near the temple in the back and be sitting above the water on the edge of the ramp (100% on land) and they'll suddenly start hitting you until you move. I've also had this issue standing on the seaweed near the keep at neg615, neg325, but I'm not entirely knowledgeable about this spot other than it typically clears water aggro when I'm clearly standing on it and is considered above the water for the purpose of interacting with above/below water mobs.

And then since you're bringing up pathing issues, just going to throw these in here as well-
-Bridges in general could use some spacing/pathing improvements between the planks so that larger mobs and smaller mobs moving at snared speed don't drop between them and fall to the ground/water and start pathing. The most glaring example of this is the enthralled mob that should be pathing back and forth across the bridge just out front of the entrance from CS (neg350, 0), but instead drops between the planks the first time a player is in the zone after it spawns and then loops in perpetuity near the entrance (which considerably increases the danger there because now there's a mob that can social the see invis seahorses but won't drop aggro when breaking the water line).

-Fighting around the entry bridge to the "keep" (neg445, neg215) can put on the full display of how troublesome they can be though (especially fighting below it), where mobs in/out of the water will warp up into the ceiling, and then run a short loop up the ramp/across the bridge/fall through and repeat. Once they start doing this, it's incredibly difficult to get them to stay in the water to where your water-based pet can attack them because they tend to just repeatedly teleport back up into the ceiling and reset their position above the water line.

-The other connecting bridges off of the keep used to regularly be used on Blue to bug the enthralled mobs out into similar loops as well, where they drop through the bridge -> swim around to the underwater ramp entrance to the keep -> path up through the keep and back to their connecting bridge -> fall through and repeat. This amplifies the dangers of this area considerably as well, with the added bonus of these mobs disappearing into the humped ground near neg650, neg245 for a few seconds as part of their loop.

-This "hidden" ground spot is also is problematic when trying to pull mobs from the underwater tunnel directly touching it, as aggro'ing a mob from the tunnel and then swimming southeast up out of it (the logical path to go) can cause a mob to get stuck in it and decide it can't get to you directly, so it paths up into the keep, then crosses the keep entry bridge to the north and down the ramp into the water and tries to swim back around the keep to you. This aggro's 7+ mobs in the process, so unless you baby the mob over the problematic spot, you usually have to gate/cap immediately.

-There's some weird issue in general where it seems like mobs swimming in the water try and keep their z-axis value the same as yours, but in a way that it relates to z distance from the ground (and this may be coming into play with everquest2025's second point). As a result, it's easy to pull a mob into an overhang type spot (these things around neg650, neg400 and neg550, pos50) if you pull a mob where the floor of their initial spot is below where the floor of your initial spot is, causing them to warp up into the upper area of the zone (we'll call it the no-no area) after their z-adjusted position puts them inside the overhang and then take whatever route they can to get back to you. These routes often include adds if they're up, so simply trying to pull a mob a few feet away can result in a train of two to 10 adds.

-The alternating ledges found below the "alter" in the back "temple" create issues with the servant mob a few ledges down resetting if its pulled away from its spawn (around neg650, neg750, i don't have the faction for z-value), where it appears to have no defined route back by land when on the ramp in front of temple- so it just paths back and forth on the ramp. I've seen enchanters dictate it and reset it by dragging it back through the water under the temple, but until that happens that area becomes a deathtrap.
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Last edited by Jomar; 01-27-2025 at 06:00 AM..
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  #3  
Old 01-29-2025, 08:35 PM
everquest2025 everquest2025 is offline
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Join Date: Dec 2024
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Concur on all accounts.
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