View Full Version : Pulling with range + FD
Xerical
03-24-2015, 02:18 PM
I see that they updated the range attacks to have a delay in hitting. I remember back in EQ around velious that I could pull static spawn mobs with my SK by tagging with my bow and FD right as the arrow hit. It often warped the mob on top of me instantly. I can't seem to get this to work on P1999 even after this change.
Anyone else remember this?
Thulack
03-24-2015, 02:20 PM
It was a bug back then and hopefully it never works here.
Xerical
03-24-2015, 02:26 PM
Sneak pulling is worse IMO
Thulack
03-24-2015, 03:03 PM
Sneak pulling is worse IMO
Thats using game mechanics though. What you talked about was a glitching in pathing/NPC interaction. There is a difference.
Xerical
03-24-2015, 03:48 PM
Both were classic yet FD warp pulling required more skill and timing... hopefully they bring it back. Or, if someone found a way to do it currently please let me know :)
Mendo
03-24-2015, 04:47 PM
Thats using game mechanics though. What you talked about was a glitching in pathing/NPC interaction. There is a difference.
Game mechanics is such a funny way to phrase this. You think it was meant to be that a monk should be able to tag a mob then have it run by all of its friends and solo pull to you? Aggro is so messed up.... If he is after you and runs by his friends, my guess is that his friends should also come for you.
But again... Game mechanics vs taking advantage of mob pathing or aggro issues...
winko
03-24-2015, 04:55 PM
Aggro is so messed up.... If he is after you and runs by his friends, my guess is that his friends should also come for you.
If you insist on sneak-pull mechanics making IRL sense, I've heard it explained by devs as
"That dude just threw a javelin at me! Help me kill him"
"I don't see no dude there, somethins wrong with you brah"
Lictor
03-24-2015, 04:57 PM
You think it was intended to have item recharges/MQ/and non Paladins to have soulfire?
Mendo
03-24-2015, 05:23 PM
You think it was intended to have item recharges/MQ/and non Paladins to have soulfire?
No.
Mendo
03-24-2015, 05:24 PM
If you insist on sneak-pull mechanics making IRL sense, I've heard it explained by devs as
"That dude just threw a javelin at me! Help me kill him"
"I don't see no dude there, somethins wrong with you brah"
I do like this though... We need a pretty gif for this!
Xerical
03-24-2015, 06:30 PM
The point is... warp pulling was CLASSIC. I did it through Planes of Power. Even if you don't like it it should be in the game.
The point is... warp pulling was CLASSIC. I did it through Planes of Power. Even if you don't like it it should be in the game.
One was an unintentional side effect of SOE's code. Unless that code can be copied verbatim as well as code regarding NPC interactions with players, it's going to be required that this is coded into the game intentionally.
You would literally have to make the code warp mobs on top of players if you use FD in conjunction with a ranged attack. I'm skeptical if they're even capable of making that work properly.
I think intentionally coding exploits into the game is fucking stupid, especially if they don't come about as a side effect of authentic SOE code and as an intentionally added after-thought.
No.
bulbousaur
03-30-2015, 03:26 PM
Well, they are intentionally coding multiquests into game, but it was originally a bug.
maskedmelon
03-30-2015, 04:03 PM
The point is... warp pulling was CLASSIC. I did it through Planes of Power. Even if you don't like it it should be in the game.
Right and there was a bug with the Velious UI that allowed you to equip any item in any slot. I think they should bring back that.
Other things you could do in classic that you cannot do here:
Drop coin
Grav flux self
Dual box
If you feel it is that important take it to the bugs forum, present evidence of the mechanic and lobby for the change. I am not inclined to believe that the developers will spend time trying to implement this though ^^
Teeroyoyort
03-30-2015, 04:23 PM
The way that pull worked was when you agro'd a mob within a group of mobs, it would do a "call for assist" to it's nearby friends. That call for assist had a refresh time of like 1 second or so. So you would toss a star and FD once it hit, get up and toss another. The initial hit would do the call to assist, but by the time the 2nd star hit the mob, the call to assist wasn't refresh and the mob would come single.
Teeroyoyort
03-30-2015, 04:27 PM
This was the patch that ended that.
Over the course of beta, we've identified and corrected a number of issues that have been around for a while but were being exacerbated by the downtime changes we are making. There are two particular changes with the "call for help" routine that I want to draw attention to since they close loopholes that allow some questionable tactics that some of you may be using currently. I want you to be aware that they will no longer work after our next patch to save you the potential deaths from attempting them. These will also be in the patch notes.
When most NPCs call for help, they will only call for a small, set number of NPCs to respond to keep from swarming people with dozens of NPCs at once. There was a problem in the call for help routine that caused an NPC to not call for help again for a few seconds if it had already called for help and enough NPCs responded that they had met that maximum number the first time. This is what was enabling the so called "tick pulling" phenomenon whereby you could aggro an entire room, drop aggro, then immediate re-aggro a single NPC and it would come alone. This is now fixed and NPCs will now properly call for help
every time they are aggro'd from a non-aggro state.
With the above problem fixed, we also had to address another bug in the same area to prevent just shifting the loophole form one tactic to another. This one had a similar effect, although for an entirely different reason. When a player sends a pet in to attack an NPC, the NPC uses the pet's leader to determine how the NPC reacts. In one part of the "call for help" routine, this check was missed and it was causing an NPC to not call for help if it was attacked by a green con pet of a PC. This particular bit of code is there for NPC vs NPC combat to keep NPCs from ganging up on each other, but the missing check for a PC leader caused it to not call for help if a PC sent a green con pet to aggro it. This is now fixed and the NPC is properly using the pet's leader for this check as well.
Again, both of these fixes will go out with our patch next week.
Rashere
maskedmelon
03-30-2015, 04:56 PM
Date?
Sadre Spinegnawer
03-30-2015, 05:16 PM
aggro, pulling and pathing issues *are* classic, but -- despite our loathing of SOE -- what wasn't classic is that SOE would then just sit back and say, "well, that's the code."
SOE certainly let some things slide, but other things they fixed, or tried to fix (often nerfing things to hell or breaking mechanics, but that is another issue).
If we had a meter where the needle on one end was "my god fix these obvious exploits, bugs, and op'd mechanics!" and on the other end "dear lord, can't you people leave *anything* alone?" I think p99 falls comfortably somewhere in the middle. Some things get fixed. Other things that are basically one gigantic exploit -- for example, the bard class -- are left in game.
I would rather that, than have the needle too far in either direction.
bulbousaur
03-31-2015, 02:04 PM
The green pet pulling fix was long after Velious, IIRC.
maskedmelon
03-31-2015, 02:31 PM
The green pet pulling fix was long after Velious, IIRC.
I actually think the green pet pulling deal made sense before the fix. If the npc has no LoS to the caster how would it know that the master of this annoying little puke is actually a much more powerful foe? Think what your evil mob buddies would think of you if you shouted for help to rid the world of another green whelp.
Nuggie
03-31-2015, 07:59 PM
Exploits are classic. But they are still exploits. Exploits are, generally, not allowed here. I see a ban in your future if you continue down this path, friend. Keep your game play clean if you want to have a long, happy, drama-free experience on P99.
Xerical
03-31-2015, 11:00 PM
Exploits are classic. But they are still exploits. Exploits are, generally, not allowed here. I see a ban in your future if you continue down this path, friend. Keep your game play clean if you want to have a long, happy, drama-free experience on P99.
lol funny. If this was so 'game breaking' they wouldn't have left it in the game for so long. Also, someone in my guild said they made a character on live to test this out and its STILL working.
Obviously your missing the point of this thread. There was a 'classic' way a SK could use 'game mechanics' to single pull mobs. This required skill and technique, something classic EQ lacks in most areas. So if anything having this fixed gives a benefit to the game by separating the skilled SKs and the not.
Nuggie
03-31-2015, 11:19 PM
lol funny. If this was so 'game breaking' they wouldn't have left it in the game for so long. Also, someone in my guild said they made a character on live to test this out and its STILL working.
Obviously your missing the point of this thread. There was a 'classic' way a SK could use 'game mechanics' to single pull mobs. This required skill and technique, something classic EQ lacks in most areas. So if anything having this fixed gives a benefit to the game by separating the skilled SKs and the not.
Im not missing any thing. Ive seen this argument before over different things. Nilbog seems disinclined to implement things unless they are completely on the up-and-up. What i am trying to do is to drop pearls of wisdom in your lap. You can keep them or discard them as you wish.
chief
03-31-2015, 11:37 PM
Sk's were once the best pullers on this server and have gotten nerfed almost every way possible. Hide pulling,dot pulling,Cos pulling. Way of the road bubs, roll a monk
Brocode
04-01-2015, 06:48 AM
warp happens, just when mob cant find a way to reach you, and path here isnt like live, because if you fight in a mountain, (posky, yetis) or a irregular ground, there is chance to warp it to underground and still havent been fixed.
To make that happen, mob would think you ran to a path unreacheable and warps on you, and i doubt they would add any considered exploit back then to this timeline just because you want it to happen.
webrunner5
04-02-2015, 10:29 AM
You think it was intended to have item recharges/MQ/and non Paladins to have soulfire?
MQ has been around since 1999 on the REAL game. No clue about Soulfires? :p Never even had a Pally let alone a Soulfire.
maskedmelon
04-02-2015, 11:00 AM
Never even had a Pally let alone a Soulfire.
That's the issue, you don't need a pally to have soul fire and it's fantastic 10 clicks of complete heal from inventory. In my opinion it should still be clickable from inventory, but have the "can equip" flag added.
Daldaen
04-02-2015, 12:32 PM
Five charges.
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