PDA

View Full Version : Patch Notes: Sunday, February 23rd, 2014


Rogean
02-23-2014, 02:26 PM
This patch contains new required files. Download and extract the Project 1999 Files (V32) (http://www.project1999.com/files/P99Files32.zip) to your EQ Titanium Directory.

We have included Telin's updated spell casting graphics with this patch. A huge thanks to him for the work and to azxten and Furinex for starting the spells project. Thanks!

Code

Haynar: (Previously Updated) Item clickies that are not instant-cast, should now say they begin to glow when used.
Haynar: (Previously Updated) NPCs who cannot see you, will no longer respond to /say.
Haynar: (Previously Updated) Completing quests with an NPC who is charmed, will no longer trigger faction changes associated with that quest/npc.
Haynar: (Previously Updated) When a pathing NPC pauses to buff another NPC, their pathing will now pause too.
Haynar: (Previously Updated) Fixes for mob ghosting, roamers being untargetable. Corpses not being visible. Some emote scripts sending to entire zone. Mobs spinning upon spawn
Haynar: (Previously Updated) Repaired mob position updating, to improve ghosting.
Haynar: (Previously Updated) Made changes to pathing system, so when it cannot find a path to a location, mobs will run directly to the location after they path as close as they can get.
Haynar: (Previously Updated) DS will now work with rune up.
Haynar: Fixed non-melee damage (i.e. damage shield) from pets, to now be sent to their owner. Added a range check to these messages, so owner has to be close by.
Haynar: Found a place where an HP update was sent late, so it looked like spells were doing double damage. The HPs were taken away, just an update did not go out the first time.
Haynar: Aggro checks on mobs that are engaged, will no longer ignore players that are sitting. Sitting will add you to their list. Bumped up the temporary hate from sit aggro, to have a more significant impact on sitting while a mob is being pulled.
Haynar: Pathing now works better in open zones with certain places like Yeti caves (dreadlands).
Haynar: After FD, in a path zone, mobs will follow nodes if aggro is not lost when standing better.
Haynar: Fixed a place in pathing, where it checks for an obstacle between two nodes, by doing a delta-z check. If the nodes were going up a ramp, it would fail if the z height increase overall was greater than 10. Now it checks the difference between the node heights, rather than the difference from the starting point.
Haynar: Pathing works better when chasing a player that has levitation effects.
Haynar: Corpses should now be visible to clients far away, after being dragged.
Haynar: Added some cases for detrimental spells and combat to force an invis break. This was needed because Selo's would not drop all the way in some cases for bards.
Haynar: Found some cases where sneaking is supposed to drop, but no appearance update packet was sent out.
Haynar/Rogean: Removed the range check for NPCs on spells finishing.
Alecta: (PvP) Resists - Parameterized and tweaked Null's resist function. Should see a small bump in resists across the board.
Alecta: (PvP) Players will be able to proc beneficial spells off other players corpses on PvP servers.
Alecta: Instaclick / GCD changes - Using an instaclick item will remove any remaining GCD on Red99.

Content

Nilbog: Bone Granite Powder is now returned on failure to combine Embalming Fluid.
Nilbog: froglok raider spawns in swampofnohope will be much more prevalent at night time.
Nilbog: General V`Ghera: proc rate decreased, aggro/slay messages added, pet added to spellset.
Nilbog: drakes and wurms breathe particles from their mouth, instead of having no animation at all.
Nilbog: Added missing npc Mon`Sarna. He may rarely be seen in Qeynos Catacombs.
Nilbog: Corrected Whimsy Larktwitter's loot table and faction.
Nilbog: Holy Shock, Fiery Defender's proc, now appears correctly.
Nilbog: Lork's 'Gatorsmash Maul' quest is now multiquestable.
Nilbog: Swordfish Bill drops from appropriate npcs in Kedge Keep.
Nilbog: 'Poacher's Head' quest results in a higher coin reward.
Nilbog: goblin casters for 'Gavel of Justice' quest should work better in regards to loot and spawn frequency.
Nilbog: Malka Rale always spawns at night time.
Nilbog: Vilnius the small always spawns at night time and no longer paths.
Nilbog: Gorge of King Xorbb: goblin alchemist spawn changed; works as per classic. evil eye spawn %s reworked some. Qlei may rarely been seen. goblin veterans now exist. muddites use their correct blinding spell. goblin spawns may drop cloth armor.
Nilbog: Spells may no longer be deleted from spell books.
Nilbog: wooly mammoths drop mammoth meat.
Nilbog: Garanel Rucksif always spawns with an axe and shield.
Alunova: A few fixes to pathing in City of Mist.
Alunova: A few fixes to pathing in Sebilis.
Alunova: A few fixes to pathing in Gukbottom.
Alunova: A few fixes to pathing in Chardok.
Alunova: A few fixes to pathing in Veeshan's Peak.
Alunova: A few fixes to pathing in Mistmoore.
Alunova: A few fixes to pathing in Howling Stones.
Alunova: A few fixes to pathing in The Temple of Droga.
Alunova: A few minor fixes to pathing in Highkeep.
Alunova: Anson McBale in Highpass Hold should now return to his spawn point correctly.
Alunova: Fixed some pathing connections in Beholders.
Alunova: Created pathing for Neriak Commons Quarter.
Alunova: Corrected pathing for the Darkpaw's in Qeynos.
Alunova: Corrected pathing for Yeti's located in caves in Dreadlands.
Alunova: Fixed roamer pathing in Howling Stones south wing.
Alunova: Fixed roamer pathing in Beholders.
Sundawg: Meldrath The Malignant has broken all ties with everyone outside his evil cult and has instructed his Minotaur Hero to search farther and wider for all trespassers. Beware
Sundawg: The Sebilite Protector will now do a better job detecting and protecting against intruders into his master's lair.
Sundawg: The inhabitants of the city of Grobb are now much more resistant to all types of magic.
Sundawg: The Ancient Cyclops has thrown his lot in with the Sand Giants of Ro in their efforts to expel the Dark Elf intrusion.
Sundawg: Most undead within Kurn's Tower have become so mindless with the passage of time that they no longer fight as a cohesive unit to expel outsiders.
Sundawg: Orc Priests in the Deserts of Ro have joined forces with the Dervish Cutthroats.
Sundawg: Some previously factionless NPC's have been assigned their faction.

dethbringre
02-23-2014, 02:30 PM
Damn I didn't even know you could delete spells in your spell book, I've been moving them to the back of it, guess I was ahead of the curve!

nilzark
02-23-2014, 02:32 PM
Thanks for the updates.

Ele
02-23-2014, 02:34 PM
Epic patch! Thanks you devs!

Haynar/Rogean: Removed the range check for NPCs on spells finishing.
Haynar: Aggro checks on mobs that are engaged, will no longer ignore players that are sitting. Sitting will add you to their list. Bumped up the temporary hate from sit aggro, to have a more significant impact on sitting while a mob is being pulled.

Callon
02-23-2014, 02:34 PM
NICE, THANKS BOSS MAN!

Glad to see alot of pathing fixes. WOO WOO

Obwin
02-23-2014, 02:34 PM
Haynar/Rogean: Removed the range check for NPCs on spells finishing.

Yesssss

Blackmartin
02-23-2014, 02:41 PM
Sundawg: The Ancient Cyclopes has thrown his lot in with the Sand Giants of Ro in their efforts to expel the Dark Elf intrusion.



What the heck does that mean?

myriverse
02-23-2014, 02:43 PM
Thanks! Y'all da best.

Sinestria
02-23-2014, 02:43 PM
Prolly that AC will engage DE merchants

Snizznatch
02-23-2014, 02:45 PM
Great patch. Thank you

Portasaurus
02-23-2014, 02:45 PM
Nilbog: wooly mammoths drop mammoth meat.

WTB Mammoth Meat 5pp each

Swish
02-23-2014, 02:51 PM
Fingers crossed on the improved pathing, nice job :)

Nyze
02-23-2014, 03:03 PM
Can't delete spells from the spellbook? Why? this is just really annoying and has no logical purpose

fishingme
02-23-2014, 03:09 PM
experiencing strange aggro problems in mistmoore, mobs are pulled but are bouncing back and forth between 5 players 3 of which are not in the group that pulled them and who do no damage to get on hate list

Ando
02-23-2014, 03:14 PM
So this sitting aggro change makes it essentially required to perma-root mobs now while your pet is tanking if you want to med at all.

Awesome.

fishingme
02-23-2014, 03:15 PM
So this sitting aggro change makes it essentially required to perma-root mobs now while your pet is tanking if you want to med at all.

Awesome.

it's wreaking havoc on my group when root gets resisted. Taunt from the tank is worthless.

Ando
02-23-2014, 03:27 PM
it's wreaking havoc on my group when root gets resisted. Taunt from the tank is worthless.

Oh, there's a big ogre beating on me with a huge axe? I could fight him but I see a tiny gnome sitting by himself in the corner - better ignore the ogre.

Quineloe
02-23-2014, 03:29 PM
Those changes to sit agro are huge. I don't remember it ever being like that.

Packet
02-23-2014, 03:33 PM
Aggro needs work. Was grouped with exact same warrior before the server went down. Now, their taunt is absolutely useless. If I nuke once (even at 50%), I get instant aggro. If I sit even if they're at 25%, I get instant aggro. This is not they way it used to be.

fishingme
02-23-2014, 03:33 PM
Oh, there's a big ogre beating on me with a huge axe? I could fight him but I see a tiny gnome sitting by himself in the corner - better ignore the ogre.

I am the ogre :(

Quextal
02-23-2014, 03:51 PM
Sit agro is now set WAY too high

powers377
02-23-2014, 03:59 PM
A wizard ran by me spamming debuff on his quad and I was attacked immediately as the mobs ran by due to sitting. I had just logged in and sat down, never buffed him or engaged his mobs.

As others have stated, sitting agro is entirely too high.

Quineloe
02-23-2014, 04:02 PM
Sit agro is pretty much fine, the issue is that players get added to the hate list for sitting, and then they get bonus agro for sitting and mobs attack them. Mobs that have someone on their hate list shouldn't add more people just due to proximity, sitting or not (exception being some undead, and the undead of unrest did not act like normal world undead)

This also makes pulling and training people much easier

hernathil
02-23-2014, 04:13 PM
Sit agro is pretty much fine, the issue is that players get added to the hate list for sitting, and then they get bonus agro for sitting and mobs attack them. Mobs that have someone on their hate list shouldn't add more people just due to proximity, sitting or not (exception being some undead, and the undead of unrest did not act like normal world undead)

This also makes pulling and training people much easier


This is very incorrect don't listen to this . The amount cleary is also way too high . In a group , we tested a warrior taunting and doing over 50% damage to mobs . Anyone sitting is able to pull agro away .

Hailto
02-23-2014, 04:13 PM
I keep getting "error in your GUI XML files" what am i doing wrong?

Quineloe
02-23-2014, 04:19 PM
This is very incorrect don't listen to this . The amount cleary also way to high . In a group , we tested a warrior taunting and doing over 50% damage to mobs . Anyone sitting is able to pull agro away .

Yeah further playing leads me to believe both parts are broken. Adding to hate list and sit agro.

Alunova
02-23-2014, 04:23 PM
This is very incorrect don't listen to this . The amount cleary is also way too high . In a group , we tested a warrior taunting and doing over 50% damage to mobs . Anyone sitting is able to pull agro away .

What level is the group? What level is the warrior? What weapons is he using? is he begging/sitting himself to boost his agro? I remember the first warrior I ever saw that could hold some agro from the group. It was in solb at 40+ and he had 2 yaks. It was still sketchy with him sitting/begging/taunting.

I also remember sitting down in the wrong spot when someone was kiting a sand giant in oasis and the giant stopped chasing him to nail me into the ground.

fishingme
02-23-2014, 04:29 PM
What level is the group? What level is the warrior? What weapons is he using? is he begging/sitting himself to boost his agro? I remember the first warrior I ever saw that could hold some agro from the group. It was in solb at 40+ and he had 2 yaks. It was still sketchy with him sitting/begging/taunting.

I also remember sitting down in the wrong spot when someone was kiting a sand giant in oasis and the giant stopped chasing him to nail me into the ground.

I've re-charmed the same mob about 10 times now, every time charm breaks the mob ignores me and hits all of my group mates that are sitting. I strongly do not believe this is how it should work. Sitting should not pull more aggro than someone who has done so much to a mob.

Potus
02-23-2014, 04:30 PM
Did Troll guards get nerfed?

Haynar
02-23-2014, 04:31 PM
So this sitting aggro change makes it essentially required to perma-root mobs now while your pet is tanking if you want to med at all.

Awesome.
I will work on giving pets a bump to compensate.

H

Lirkci_Prexus
02-23-2014, 04:31 PM
i've downloaded the new file but i cant find EQ Titanium Directory! Help!

hernathil
02-23-2014, 04:31 PM
The group is high 20's , we are doing the sarnak fort in LoIO . The warrior is just using his taunt/beg and has good weapons . Although i'm confused on why we are operating on the assumption that it could be the warriors fault that Agro isn't working ? I get that they don't generally do well until they have proc weapons , but in this case the mob is at 50% health and is being pulled away from a caster who has been sitting since the fight started .

Also after having added an enchanter , sitting is generating more agro than mez ....

phacemeltar
02-23-2014, 04:38 PM
this is some fine work

Vindor
02-23-2014, 04:40 PM
this is retarded and will be changed or population will drop.

nilbog
02-23-2014, 04:41 PM
I have spent some time today watching groups and sit aggro. Here are my findings:

There is little to no concern for the puller or the tank. Frequently, everyone in the group is sitting in opposite corners of the room. Before the tank has had a chance to get any aggro at all, even two hits, people are sitting again. That might have worked last patch, but not now, and certainly not in classic.

Everyone should be standing on pulls. You should have a real pulling situation. I was seeing enchanters and wizards pulling back to their group, and wondering why it took the tank too long to get aggro, while people constantly tried to sit, and the mob would ping pong from person to person.

Take a little time, realize that taunt is snap aggro and not built aggro. You need to let your tank get more aggro than what is given by temporary sit aggro.

There might be tweaks needed to the functionality, but from what I've witnessed today, a lot of people are going to learn aggro management. I expect this will make better tanks soon.

pharmakos
02-23-2014, 04:43 PM
tell your warriors to spam the sit button i guess ;)

Quineloe
02-23-2014, 04:44 PM
I am currently a level 21 warrior with a yak club in a silken whip. Agro generation before patch was not too bad, given they don't proc yet. If people sit on pulls, nothing helps at all. mob just goes straight for people who are sitting, even if they are sitting quite far away from the mob (feels like not even agro range)

The thing, nilbog told us not to sit on pulls. Good groups in classic however would pull a constant stream of mobs, for hours sometimes. This won't work if you can never sit because you're constantly pulling, eventually your cleric will run out of mana and then no more heals. Wizards were considered bad dps, because even when meditating constantly, they couldn't keep up with melee.
If wizards can no longer sit on pulls and only nuke at 50%, they're really just dead weight. Being able to sit on pulls is vital.

Vindor
02-23-2014, 04:45 PM
I am currently a level 21 warrior with a yak club in a silken whip. Agro generation before patch was not too bad, given they don't proc yet. If people sit on pulls, nothing helps at all. mob just goes straight for people who are sitting, even if they are sitting quite far away from the mob (feels like not even agro range)

The thing, nilbog told us not to sit on pulls. Good groups in classic however would pull a constant stream of mobs, for hours sometimes. This won't work if you can never sit because you're constantly pulling, eventually your cleric will run out of mana and then no more heals. Wizards were considered bad dps, because even when meditating constantly, they couldn't keep up with melee.
If wizards can no longer sit on pulls and only nuke at 50%, they're really just dead weight. Being able to sit on pulls is vital.

i can understand having to stand up on pull, but pulling aggro just by sitting when the mob is at 50% hp and you did nothing to him is retarded

i am 100% positive things were not like that when velious came out.

fishingme
02-23-2014, 04:48 PM
how about when wizards are quad kiting now? Or when bards are pulling massive aoe trains? All of those mobs are going to aggro people sitting in the zone.

nilbog
02-23-2014, 04:48 PM
There might be tweaks needed to the functionality, but from what I've witnessed today, a lot of people are going to learn aggro management. I expect this will make better tanks soon.

I mean this, a lot. There might be tweaks to be made for the functionality, especially for pets, but players should respect their aggro.

hernathil
02-23-2014, 04:51 PM
I mean this, a lot. There might be tweaks to be made for the functionality, especially for pets, but players should respect their aggro.

Sorry maybe i'm missing something , but I just don't get it. It should be working as intended to force everyone to stand on incoming , and then be completely unable to med throughout the fight ? There by dramatically increasing downtime , and making some classes less viable than they already were ?

I think I may have made a mistake.

nilbog
02-23-2014, 04:52 PM
Sorry maybe i'm missing something , but I just don't get it. It should be working as intended to force everyone to stand on incoming , and then be completely unable to med throughout the fight ? There by dramatically increasing downtime , and making some classes less viable than they already were ?

I think I may have made a mistake.

Try putting your casters in the far corner, and letting tanks receive incoming mobs. Don't let mobs be pulled over sitting players. It is still relative to the aggro radius of the npc.

hernathil
02-23-2014, 04:55 PM
Try putting your casters in the far corner, and letting tanks receive incoming mobs. Don't let mobs be pulled over sitting players. It is still relative to the aggro radius of the npc.

Casters are all up on the wall away from the pull, our war is afk but we can try some more stuff after to get creative. No mobs are running over anyone , everyone is by the zone line like 20-30ft away from the enemy.

I played classic , what this is, is vastly different.

Also , should sitting be generating more agro than mez ?

Potus
02-23-2014, 04:59 PM
Green goblins aggro'ing on me while I'm medding in Ocean of Tears. Pet can't pull them off ever.

Sit aggro broken. Pet aggro broken.

hernathil
02-23-2014, 05:04 PM
I have noticed that your range to the mob does make a large difference to the amount of agro generated . If you pull the mob and tank it around 50ft away from you , it works better. Worthless for dungeon hunting , but helpful for those working on outdoor zones.

Nycon43
02-23-2014, 05:13 PM
Yeah this is fucked for any pet caster. Some green shit add attacks me while my pet brings it down to 50%? Completly fucked.

YendorLootmonkey
02-23-2014, 05:19 PM
Start inviting Rangers (non-Kunark!), SKs, and Paladins as tanks I guess. :)

Vindor
02-23-2014, 05:19 PM
Well it may be classic or what ever but i cant play like this. I m out will check forum for a patch, enjoy your classic EQ

Sinestria
02-23-2014, 05:22 PM
Nilbog, this was posted in the other thread:

I do think the sit aggro is a tad overtuned. What's odd to me, is that, When I'm sat when the tank go pull, bring the mob back, the mob will beat on the tank for 2-3 sec, then run for me (at that point i have done nothing but being sat). As if sit aggro was calculated on server ticks, not just when doing the action of sitting, I don't recall that from the old days (could be faulty memory)

Should it be done on ticks?

Potus
02-23-2014, 05:22 PM
Yeah this is fucked for any pet caster. Some green shit add attacks me while my pet brings it down to 50%? Completly fucked.

My pet got a green add down to 27% and it was still attacking me.

Sit aggro such a joke.

hernathil
02-23-2014, 05:24 PM
Nilbog, this was posted in the other thread:



Should it be done on ticks?

I actually agree with this , seems like as long as I stand at some point its not as bad. I pull the most agro when i've been trying to sit throughout the fight.

odiecat99
02-23-2014, 05:32 PM
Now mages are even more dreadful to solo with. Ohwells

Buns
02-23-2014, 05:37 PM
Is anyone else not seeing their misses log? I can see when a mob misses me, but none of my misses show up in the chat window anymore.

Nothxu
02-23-2014, 05:48 PM
The aggro radius seems farther than it was on live.

Koota
02-23-2014, 05:50 PM
I have spent some time today watching groups and sit aggro. Here are my findings:

There is little to no concern for the puller or the tank. Frequently, everyone in the group is sitting in opposite corners of the room. Before the tank has had a chance to get any aggro at all, even two hits, people are sitting again. That might have worked last patch, but not now, and certainly not in classic.

Everyone should be standing on pulls. You should have a real pulling situation. I was seeing enchanters and wizards pulling back to their group, and wondering why it took the tank too long to get aggro, while people constantly tried to sit, and the mob would ping pong from person to person.

Take a little time, realize that taunt is snap aggro and not built aggro. You need to let your tank get more aggro than what is given by temporary sit aggro.

There might be tweaks needed to the functionality, but from what I've witnessed today, a lot of people are going to learn aggro management. I expect this will make better tanks soon.


So basically, aggro weapons (Warrior epic, Yaks, etc) dont really matter, a tank should just /sit instead. I recall there being SOME sitting aggro, but nothing at all like it is right now.

Buellen
02-23-2014, 05:51 PM
Heya

posted two experiments i ran with my enchanter on the general chat sit agro thread. pages 4 and 5.

single person enchanter with animation pull with one spell weakness mob attacks me and is engaged by pet. i could not sit till my pet had done 25 percent of mob health.

when mob was 30 percent health left i would cast spells and mob would not come after me even if i sat again.


similar results with 2 people in group.

mreynert
02-23-2014, 05:52 PM
So many bugs:

Spells do not sound right at all now. Gate sounds like an abjuration spell, summon spells sound off, nukes sound wrong, damage shield casts sound wrong.

Misses don't show up in combat log even with them filtered to turn on

Guildies are reporting special attacks on monks and such (flying kick, etc) are 100% accurate right now

Sit aggro completely borked. You may claim that this is working fine, but it absolutely is not. Played classic through darkhollow and I never remember it working like this. The sit aggro doesn't seem temporary at all on this server, for one, and the radius is too big. I also don't remember sit putting you on the aggro list without having done anything, it was just an aggro modifier, not a giant aoe disease cloud going off constantly. You definitely didn't sit down immediately when a pull was made, but after a few seconds with the tank on a mob, it wasn't an issue anymore. Mobs are getting 50% and below and still ignoring the tanks.

Silent
02-23-2014, 05:53 PM
Aggro used to work if someone trained mobs directly over you, they would swipe at you(insta death if hard hitters) and keep moving after it stood you up. Not if you were sitting 50 yards away with no existing aggro yet they should not be walking the other way to hit someone sitting that far away.

Menaan
02-23-2014, 05:55 PM
I have spent some time today watching groups and sit aggro. Here are my findings:

There is little to no concern for the puller or the tank. Frequently, everyone in the group is sitting in opposite corners of the room. Before the tank has had a chance to get any aggro at all, even two hits, people are sitting again. That might have worked last patch, but not now, and certainly not in classic.

Everyone should be standing on pulls. You should have a real pulling situation. I was seeing enchanters and wizards pulling back to their group, and wondering why it took the tank too long to get aggro, while people constantly tried to sit, and the mob would ping pong from person to person.

Take a little time, realize that taunt is snap aggro and not built aggro. You need to let your tank get more aggro than what is given by temporary sit aggro.

There might be tweaks needed to the functionality, but from what I've witnessed today, a lot of people are going to learn aggro management. I expect this will make better tanks soon.

I don't like disagreeing with the devs on here cause I respect them for the effort they put into the server. But I really think you are wrong here.

I was a monk in 2000 with kunark. In Sebilis I could chain pull, our casters in the group could continue to sit while medding even when I pulled. It only required me to do a very slight amount of damage on the pull. Usually my shuriken was enough damage for it.

Right now the aggro radius for sit is ridiculously large also. Go to unrest, you can see people pulling aggro from sitting from one side of the cy to the other in some cases.

NEVER should you be able to pull aggro on a mob from sitting when it's below ~95%. Currently, if only white damage has been done you can still pull aggro as low as 30% from what I've seen so far.

Medding, especially at the lower levels during combat when it is the most crucial is nearly impossible for groups with non twinked tanks especially warriors.

The good note is it's quite hilarious bouncing mobs around with sit aggro atm.

YendorLootmonkey
02-23-2014, 05:56 PM
Is anyone else not seeing their misses log? I can see when a mob misses me, but none of my misses show up in the chat window anymore.

I can confirm that I have not missed once with Kick skill (there is damage every time I press the button.)

When I auto-attack magic mobs with a non-magic shovel, I know I'm not damaging them but there is no miss message.

I have missed with Range Attack (Archery)... i.e. fired an arrow and saw no damage message.

I cannot yet confirm without parsing that I am actually missing with auto-attack and just not getting a message.

EDIT: I have got to be missing swings during auto-attack, otherwise I would have killed Sergeant Slate a LOT faster.

Cfred0-
02-23-2014, 06:04 PM
Sit agro is a little dramatic then what it should be. 1 slow and i can never sit on a mob

Burt
02-23-2014, 06:10 PM
Was never this way on live. Can't speak as much for raids, but in an exp group after a round of white hits or a good ranged hit I would hold aggro regardless of casters sitting near the fight.

Clark
02-23-2014, 06:16 PM
I am currently a level 21 warrior with a yak club in a silken whip. Agro generation before patch was not too bad, given they don't proc yet. If people sit on pulls, nothing helps at all. mob just goes straight for people who are sitting, even if they are sitting quite far away from the mob (feels like not even agro range)

The thing, nilbog told us not to sit on pulls. Good groups in classic however would pull a constant stream of mobs, for hours sometimes. This won't work if you can never sit because you're constantly pulling, eventually your cleric will run out of mana and then no more heals. Wizards were considered bad dps, because even when meditating constantly, they couldn't keep up with melee.
If wizards can no longer sit on pulls and only nuke at 50%, they're really just dead weight. Being able to sit on pulls is vital.

Gotta agree. I haven't even logged in yet, but some things sound incorrect from this patch.

Also can we get a new patcher or reinstitute old one; what was the reason for it ever being removed.

Fysts
02-23-2014, 06:22 PM
This is nowhere near classic. Sitting aggro was never an issue on pulls, unless you were talking raid mobs, and even then if you had a sk pull or a warrior mallet, the raid mob would head to them and not the sitting player. As for non raid mobs, we would chain pull for hours and the cleric would only stand for heals. This change to aggro makes the game aggro dynamic, nowhere close to classic. Just ruined pulling imho and as a warrior, ruined my already failing ability to tank.

YendorLootmonkey
02-23-2014, 06:27 PM
Was never this way on live. Can't speak as much for raids, but in an exp group after a round of white hits or a good ranged hit I would hold aggro regardless of casters sitting near the fight.

Yeah, you really only risked getting owned while sitting if the puller brought back mobs via proximity aggro or maybe just a single melee/weak range attack. You were able to sit safely after the mob was at like 95-98%.

fishingme
02-23-2014, 06:40 PM
What level is the group? What level is the warrior? What weapons is he using? is he begging/sitting himself to boost his agro? I remember the first warrior I ever saw that could hold some agro from the group. It was in solb at 40+ and he had 2 yaks. It was still sketchy with him sitting/begging/taunting.

I also remember sitting down in the wrong spot when someone was kiting a sand giant in oasis and the giant stopped chasing him to nail me into the ground.

I believe you are remembering this wrong. If the kiter were to have done no damage to the sand giant, then it would of aggroed someone sitting. At that point you would be on hatelist at 0%, along with the person who ran past you with the giant.

Sinestria
02-23-2014, 06:44 PM
I believe you are remembering this wrong. If the kiter were to have done no damage to the sand giant, then it would of aggroed someone sitting. At that point you would be on hatelist at 0%, along with the person who ran past you with the giant.

Alunova is 100% correct in that assertion. I remember that same happening with people kiting specs as I pursued the mobs to get free scythe loot

fishingme
02-23-2014, 06:57 PM
Alunova is 100% correct in that assertion. I remember that same happening with people kiting specs as I pursued the mobs to get free scythe loot

So then you know for sure that they had damaged the mob(s)?

YendorLootmonkey
02-23-2014, 06:59 PM
Alunova is 100% correct in that assertion. I remember that same happening with people kiting specs as I pursued the mobs to get free scythe loot

Did specs follow the undead aggro rules where they go for the nearest person on their aggro list regardless of level of hate?

fishingme
02-23-2014, 07:01 PM
I'm really not sure that this sit aggro thing is classic, mainly because back during raids in live you were able to sit to camp out during a raid wipe. Now you are unable to.

Quineloe
02-23-2014, 07:02 PM
What people seem to have forgotten is that there were basically two kinds of agro mobs. One type would always pick up anyone on their hate list, regardless of level or if there's already someone on the hate list, e.g. skeletons and raid mobs. Other mobs however you could happily drag by other players and they wouldn't add them to their hate list, as long as they weren't fighting social mobs themselves.

So yes, raid mobs in fear were ultra aggressive and took every opportunity to add you to their hate list. Being close to a train in mistmoore on the other hand didn't matter as long as you weren't fighting a mistmoore mob at that time and you got away before all targets on the train's hate list were gone.

Unfortunately, this wasn't really a topic of debate back then so it would be next to impossible to find any solid info on that.

1203jjt
02-23-2014, 07:14 PM
On top of all the actual game play that's not correct now, I'm still having issues even getting into the game. When I finally do make it in, I crash on EVERY zone attempt. The game has become unplayable for me.

nilbog
02-23-2014, 08:14 PM
We are looking into the various issues which have been reported.

Including:
-'Miss' messages
-Necromancer lich spells versus invis
-Tuning of sit aggro

If you have additional issues, please search for an open bug report regarding it. If one does not exist, create it.

Thanks.

Can't delete spells from the spellbook? Why? this is just really annoying and has no logical purpose

Could not delete spells from book until 2002. You can move them to the back of your book if you'd like. That functionality was in 1999.

Did Troll guards get nerfed?

Resists of Trolls were not accurate per their level. That was corrected in the patch.

Ataxio
02-23-2014, 11:23 PM
Nilbog: froglok raider spawns in swampofnohope will be much more prevalent at night time

Of course, patch the quest after I finish it!!!

*slams head into wall*

Kukri Katar
02-23-2014, 11:30 PM
BWAH!! Can't log on at all now... I swear, every time there's a patch i have to get half the IT department together to get my game running again.

Ennewi
02-23-2014, 11:59 PM
Sundawg: The Ancient Cyclops has thrown his lot in with the Sand Giants of Ro in their efforts to expel the Dark Elf intrusion.

What the heck does that mean?

The dark elf camp / sand giants aggro each other. DE fems will gang up on SGs / Husam whenever they path too close and kill them in under a minute. Now apparently the AC is included. So if your kiting the AC, steer clear of the DE camp unless you want to be KSed by npcs.

pharmakos
02-24-2014, 12:04 AM
I'm really not sure that this sit aggro thing is classic, mainly because back during raids in live you were able to sit to camp out during a raid wipe. Now you are unable to.

^^ good point

sounds like camping out in the middle of a wipe would be impossible now, which is definitely not classic.

Tecmos Deception
02-24-2014, 12:12 AM
With the old and with the new spell effects, stuff around my character has always been offcentered. Is that a universal issue or something caused by playing windowed or what?

Telin
02-24-2014, 12:19 AM
With the old and with the new spell effects, stuff around my character has always been offcentered. Is that a universal issue or something caused by playing windowed or what?

This is because they have left and right foot binding points for the spell animations. I have no idea why they would do this as no matter which foot you use it will not be centered. I can probably go around this by making them bind to the center and forcing them down to the ground. This would have them line up, but I'd have to test every race to make sure they appear at the right height.

Tecmos Deception
02-24-2014, 12:22 AM
Gotcha. Not a big thing, I just notice it when I'm casting spells like bind affinity while also spinning in a circle or something... lol :)

I was soooo used to the effects we had on the server, but I'm liking your work Telin!

Whitedove
02-24-2014, 12:32 AM
I can't log in now either, I have to keep putting in my password and it acts like it loading and then I am right back at the log in screen with the password now empty. What's the fix for that please?

Pringles
02-24-2014, 12:37 AM
Are some spells not supposed to have any sound now? (clarity)

lunchbox
02-24-2014, 12:41 AM
this has happend before the last idk 3-4 patches invis is broken by lich its bs and really makes it hard to play

Elissa
02-24-2014, 01:59 AM
Aggro used to work if someone trained mobs directly over you, they would swipe at you(insta death if hard hitters) and keep moving after it stood you up. Not if you were sitting 50 yards away with no existing aggro yet they should not be walking the other way to hit someone sitting that far away.

Yep. This is what I remember as well.

Dakidd4990
02-24-2014, 02:37 AM
Aggro used to work if someone trained mobs directly over you, they would swipe at you(insta death if hard hitters) and keep moving after it stood you up. Not if you were sitting 50 yards away with no existing aggro yet they should not be walking the other way to hit someone sitting that far away.^ This. I never ever remember everyone having to stand on pulls for fear of a mob going out of it's way to run and hit you if you were sitting. In raids maybe but not in freakin Oasis. Was at orc hwy on my shaman today and duoing with a monk. I couldn't sit til the mob was at 80% hp or less or it would run 15 feet past the monk to smack me.

No way that's classic. Not even close.

Sinestria
02-24-2014, 03:02 AM
We are looking into the various issues which have been reported.

Including:
-'Miss' messages
-Necromancer lich spells versus invis
-Tuning of sit aggro

If you have additional issues, please search for an open bug report regarding it. If one does not exist, create it.

Thanks.



Could not delete spells from book until 2002. You can move them to the back of your book if you'd like. That functionality was in 1999.



Resists of Trolls were not accurate per their level. That was corrected in the patch.

Tameth
02-24-2014, 04:05 AM
fixing the issues right when kindle was gonna spawn with my gloves?!

Lagorto
02-24-2014, 04:26 AM
We are looking into the various issues which have been reported.

Including:
-'Miss' messages


I thought I was going crazy when I couldn't see all my glorious backstab misses. Glad to know I'm not insane.

Infectious
02-24-2014, 08:18 AM
Aggro very exploitable with it this way. Ask two necros who can now bounce aggro while they take turns sitting...

Kasyra
02-24-2014, 11:46 AM
Haynar: After FD, in a path zone, mobs will follow nodes if aggro is not lost when standing better.



is that english?

scarletghost
02-24-2014, 11:55 AM
^ This. I never ever remember everyone having to stand on pulls for fear of a mob going out of it's way to run and hit you if you were sitting. In raids maybe but not in freakin Oasis. Was at orc hwy on my shaman today and duoing with a monk. I couldn't sit til the mob was at 80% hp or less or it would run 15 feet past the monk to smack me.

No way that's classic. Not even close.

/nod

The way it is working is the EQ Live code

scarletghost
02-24-2014, 11:58 AM
Aggro very exploitable with it this way. Ask two necros who can now bounce aggro while they take turns sitting...

YUP, a NEC and enjoying the way that I can BOUNCE the mob. Thanks for this new - NOT Kunark, change. Once in awhile they make things more like EQ Live and it is a benefit.

scarletghost
02-24-2014, 12:00 PM
I can't log in now either, I have to keep putting in my password and it acts like it loading and then I am right back at the log in screen with the password now empty. What's the fix for that please?

This happens to me. You just have to keep trying until you get threw. This has happened to me with different versions of Windows (XP, Vista, Win8). Problem being everyone has different software.

baalzy
02-24-2014, 01:23 PM
Haynar/Rogean: Removed the range check for NPCs on spells finishing.

I'm a little unclear on this one. Does this mean NPC spells will *always* land on you if they start casting no matter how far away you get?

Whitedove
02-24-2014, 02:26 PM
This happens to me. You just have to keep trying until you get threw. This has happened to me with different versions of Windows (XP, Vista, Win8). Problem being everyone has different software.

Thank you I got it now, the patch files were actually in the wrong folder it apparently.

Tecmos Deception
02-24-2014, 03:56 PM
I'm a little unclear on this one. Does this mean NPC spells will *always* land on you if they start casting no matter how far away you get?

That's what it sounded like to me. I was trying to think of why they'd do this other than to make life for bards and perhaps chardok groups worse. Was this a classic change, or was it something devs felt necessary for game balance .like changing npc los checks a few years ago was?

Erati
02-24-2014, 04:31 PM
pretty sure in classic, if a mob started casting a spell on u then its gonna finish

no matter if u ducked behind a wall after the cast started or ran out of range

in fact, its been easy mode here if this change should have been in since 2009

alaiwy0503
02-24-2014, 04:53 PM
I'm really not sure that this sit aggro thing is classic, mainly because back during raids in live you were able to sit to camp out during a raid wipe. Now you are unable to.

This is absolutely 100% accurate.

Gazer75
03-02-2014, 03:32 PM
Haven't played after this patch, but its clear from all the comments here that agro is not working properly.
Used to play 6-12 hours a day as a cleric and never had any issues sitting on pulls unless I had cast a spell. Usually a pull would be mezed and I would often have a CH incoming for tanks on long pulls. Maybe I would get hit once or twice if the CH had to be early, but I could usually sit after a couple taunts and kicks.
Mobs agro on someone that ran past me would normally not agro me sitting down unless that person died and the mobs where walking back. Casting a heal on a group member as they ran past could however cause them to agro on me when sitting again.

cries4hardcore
03-02-2014, 03:57 PM
It was fixed. There is supposed to be sit Agro, but when it was first implemented it was ramped up pretty hard. Regardless, most seem to have adjusted fairly quickly and it keeps us sitters on our toes, so to speak.

appariti0n
03-08-2014, 02:44 AM
With the exception of "certain" mobs, mostly undead, if you have zero hate on the hate list, you CAN be sitting on pull and not get aggro. If the warrior has any hate at all built up, he should be able to pull a mob right over a sitting caster who has yet to do anything, and not aggro the caster. Typically, a caster would be able to land a nuke any time past around 50% and be able to sit. but not before then, or he'd get instant aggro, and take a full dmg round of melee attacks while sitting too.

source: playing a wizard for 5 years.

appariti0n
03-08-2014, 02:45 AM
Also, it is definitely "classic" that when a mob begins casting on you, even if you run out of range, you'll still get hit. It's a sucky mechanic, but that part is definitely classic.

slaybackaskani
03-13-2014, 06:43 AM
The spell thing was not classic. I played a ranger from 99 through OOW and I used to love kiting casters because they would start casting and I would do double damage and back out of their range. Mobs have always been restricted by range or druids could never have kited any thing that casts.

Scrubosaur
03-26-2014, 06:42 PM
I have to agree that spells being able to hit you out of range is not the classic that I can remember. Being able to hit you around a corner after they had already began casting yes, but range was part of kiting caster mobs early on.

Derubael
05-15-2014, 01:24 PM
sticky+bump. these are correct spell files. subsequent patches did not require a new download.