View Full Version : NPC Spawn Issue: Dragon Necropolis Trap Mobs
Colgate
08-17-2015, 04:44 PM
never despawn, nor do they return to their spawn point when de-aggroed
eventually the zone will just get super laggy when people spawn trap mobs and don't kill them
Destron
08-17-2015, 09:33 PM
Needs to be fixed. Spiders stay tied to the constructs as well. Making it impossible to zone in with a construct and 3 spiders camping the zone in.
maximum
08-17-2015, 09:45 PM
http://www.project1999.com/forums/showthread.php?t=203090
nilbog
08-18-2015, 02:33 PM
https://www.project1999.com/forums/showthread.php?t=187197
Colgate
08-25-2015, 11:11 PM
https://www.project1999.com/forums/showthread.php?t=187197
since most people don't kill the trap-triggered mobs that they spawn, the zone ends up getting so laggy that a lot of people can't zone in without crashing, and those who do get a massive lagspike that can last up to 15 seconds
classic? maybe
potentially game ruining? yes
Danth
08-25-2015, 11:57 PM
Optionally it's rather amusing when some enterprising individual deliberately parks 15 or 20 tramp mobs at zone in so as to keep the zone more or less to himself
Danth
Ciroco
09-01-2015, 01:36 AM
On a related note, trap mobs are way too hard and should not be destroying groups the way they currently are. Swarm beetles are currently hitting for 136 max and have standard DN mob HP.
From the actual Zam mob entry http://everquest.allakhazam.com/db/npc.html?id=5437 (here):
"These little things appear as the result of traps. Usually you get 6 to 10 of them at once.
With about 2000 hp each, they hit for 30 to 60."
A user's comment:
"These things are level 50. yet only hit for 50-80
and have 2,000 HP dear god."
There is also comment saying that they hit for 137, but it's from 2008.
Additional source http://www.eqcleric.com/threads/6521-Dragon-Necropolis (2004):
"They only have about 2k hp, but the buggers hit fast. "
Colgate
09-08-2015, 09:40 PM
bump, several people can't even zone in to dragon necropolis, and end up being stuck in a crash loop every time they attempt to log in, requiring someone else to log in their character to get them out
Efwan
09-09-2015, 10:14 PM
bump, several people can't even zone in to dragon necropolis, and end up being stuck in a crash loop every time they attempt to log in, requiring someone else to log in their character to get them out
Bump, had this issue last night aswell, very frustrating. Not sure if it's because of the trap mobs or something else but definitely needs looking at.
Colgate
09-09-2015, 10:25 PM
the longer the zone has been up since the most recent server reset, the laggier it gets due to more and more trap mobs being spawned but not killed
Buhbuh
09-10-2015, 04:49 AM
BUMP
This zone is almost wholly unplayable for our Australian crew of players. I'm west coast, and lately I've had to try three times each time I want to log into this zone to actually make it in. It takes double the time to load in and the initial lag after just zoning in takes about 8-10 seconds in order to get control of your own toon.
It's also very, very problematic in PvP trying to zone into an already established force at the entrance. The last PvP engagement we had here, a 7v7, resulted in four of us linkdead sitting there at the zone in. All four died.
It also is the only zone that produces unusual lag for our most stable internet connections.
Whatever classic features you have going on in this zone need to be re-evaluated for the sake of quality of life/ playability.
Australians don't zone into DN anymore. I used to be able to play there, but now I chain crash and can't login or zone in there anymore. I have other people log in my toons to get out, as do players with higher ping. My ping isn't even especially high (130s), but I still can't get in.
Gardur
09-11-2015, 01:42 AM
Have a guildy playing from England that cant zone into DN either. When zoning back and forth in Pvp people will dc/crashloop causing deaths.
Llodd
09-11-2015, 02:49 AM
Haynar already commented in the original thread that they dont despawn https://www.project1999.com/forums/showthread.php?t=207332.
Can't see it getting changed unless you can find overwhelming evidence. Perhaps some of you that can zone in should go in and kill the mobs as a workaround ?
jpetrick
09-11-2015, 12:41 PM
Maybe the best solution is to just have the zone reset itself every few days to stop the build up of trash mobs. If on live the server went down weekly then I doubt this issue was as common.
Freakish
09-11-2015, 05:02 PM
Depopping the zone can alter things such as vaniki spawn. I would suggest something like have traps despawm after x amount of days at a very long despawn time. Something like 7-14 days. A small concession from classic in order to keep zone stability.
Or change hp to where they have the hp they had on live. I believe it was 2-4k on live.
Buhbuh
09-11-2015, 05:34 PM
I mean that's fine if it's a deal w/it #shades issue, but many people with ping above 120 can't zone in.
Colgate
09-11-2015, 05:48 PM
this likely wasn't an issue on live because there were far more frequent server resets
here we go up to months at a time
after like 3 weeks it becomes unplayable for most people who don't live on the east coast US
i average around 75-85ms latency when i play, and when i try to zone into DN these days, my game locks up for about 10 seconds before i can even move, and there are still large lag spikes when i move around
tower of frozen shadow is also like this, not sure why
Ragefire
09-11-2015, 07:53 PM
I had two characters stuck in dragon necropolis for two days before I was able to get a friend to log them each on and zone out. I am west coast ping ~110ish, friend was east coast, assuming much lower... if that helps.
Llodd
09-12-2015, 04:06 AM
I had two characters stuck in dragon necropolis for two days before I was able to get a friend to log them each on and zone out. I am west coast ping ~110ish, friend was east coast, assuming much lower... if that helps.
Which server?
Ragefire
09-12-2015, 10:15 AM
Which server?
Red server
Kinamara
09-12-2015, 11:37 AM
It's worse than just getting a little laggy.
One simply cannot zone into dragon necropolis, so if you're camped there, your toon is stuck.
DO NOT ZONE INTO DRAGON NECROPOLIS until the GMs have had a chance to fix it.
I had a guide move my character out, he confirmed he issued the command to move my toon over to WFP/EC area, but the toon stayed in Dragon Necropolis.
Llodd
09-12-2015, 01:25 PM
It's worse than just getting a little laggy.
One simply cannot zone into dragon necropolis, so if you're camped there, your toon is stuck.
DO NOT ZONE INTO DRAGON NECROPOLIS until the GMs have had a chance to fix it.
I had a guide move my character out, he confirmed he issued the command to move my toon over to WFP/EC area, but the toon stayed in Dragon Necropolis.
Again, which server? I ask this because on blue I or my euroscum guildies don't have any issues, and we go in there alot incl American prime time.
Kinamara
09-12-2015, 01:38 PM
This is on the red server. Sorry for missing your post, I just read the OP and replied, instead of creating another topic about the same.
Buhbuh
09-15-2015, 01:36 PM
It'll be okay for about a week after this coming patch when the server comes down, but after that I'm not going back until it's fixed.
Ciroco
09-15-2015, 02:51 PM
Again, this wouldn't be as much of an issue if the bugs had the correct HP and damage output, as people would just slaughter them.
That being said, here's another thread (granted, from 2002) in addition to the druidsgrove one already linked that suggests the beetles despawn. The constructs, however, do stay up and corpse camp. Not sure if kanras' research indicated there was a difference.
There is a bug trap a little ways between the sliding doors and the trigger spot. If you are a gater class you can activate the trap and gate out. The bugs will despawn and the trap will reset 30 minutes later, thus giving you the opportunity to go down again if you've bound yourself nearby.
As far as I can tell the Dragon Constructs don't despawn on their own. As a monk I was FD at the feet of the one I triggered for about two hours (I went to dinner hoping the jerk would be gone when I got back) and he was still there.
http://www.thesafehouse.org/forums/forum/everquest-wing/quests-of-norrath/8782-dragon-name-quest-solved/page21
Buhbuh
09-16-2015, 07:34 PM
Yeah, was DN this laggy in the beginning?
Could be a classic feature, but I doubt it.
Llodd
09-17-2015, 02:40 AM
Doubtful. The playerbase back then was much larger than red. It's super laggy on red because people are setting the traps off and not clearing the mobs. Which is why on blue it's fine; mobs get killed.
Buhbuh
09-17-2015, 04:47 PM
Yeah, no one really goes to DN on our server unless they're farming rats or Vilefang, and I think most people attempt to bypass any traps that are set off (like the dozens of swarming beetles, etc).
Sometimes, very rarely, a bard swarms spiders. We aren't really hard pressed for EXP spots on Red, though.
The zone was completely down last night. I had a guide pull 6 of my toons out.
Alunova
09-17-2015, 08:39 PM
I'll be home next week and DN will be the first thing I look at once I get settled.
Alunova
09-29-2015, 02:20 PM
Pending update:
Swarming beetles will despawn after 30 seconds if they are out of combat.
All other trap mobs will continue to corpse camp you forever unless more research is found.
Ciroco
09-29-2015, 04:27 PM
Awesome.
I'll look for more stuff about beetle HP and damage output too.
Rejji
10-08-2015, 12:20 PM
Can a GM please come to DN on RED server and clean it up? There is an army of constructs and swarming beetles sitting at the zone in and coupled with the latency problems of the zone it's nearly impossible to even zone in and train them off, it's just insta death/death loop.
Thank you for your time.
Can a GM please come to DN on RED server and clean it up? There is an army of constructs and swarming beetles sitting at the zone in and coupled with the latency problems of the zone it's nearly impossible to even zone in and train them off, it's just insta death/death loop.
Thank you for your time.
DA -> zone in
Seltius
10-08-2015, 03:22 PM
Can a GM please come to DN on RED server and clean it up? There is an army of constructs and swarming beetles sitting at the zone in and coupled with the latency problems of the zone it's nearly impossible to even zone in and train them off, it's just insta death/death loop.
Thank you for your time.
It is possible to get out of there it just is difficult and may take a couple people working together to get out safely. Hopefully a GM can assist but if not PM me and ill see what I can do to help.
The other day there were 2 constructs, bunch of spiders, and beetles all sitting at the zone in on Red.
Rejji
10-08-2015, 03:51 PM
the zone is broken
thanks for the offers, but there is an underlying problem with the zone that is being ignored
Colgate 2.0
10-08-2015, 05:17 PM
DA -> zone in
i usually average around 70-80ms latency
when i zone in, i can't move for at least 15-20 seconds
so a majority of people can't even do that; european/australian/asian players pretty much can't even load the zone at all and just chain crash until a GM moves their character out
Seltius
10-09-2015, 10:20 AM
I haven't had any trouble zoning in this week if your stuck in there PM me and let me know when you can be on and ill try and be on to get the trap mobs away from ZI so they don't agro. That way you can get out or CR.
I cant do anything about the chain crashing though sorry.
bulbousaur
10-09-2015, 12:34 PM
This is definitely not how the zone should work.
Ciroco
10-09-2015, 01:52 PM
The issue has been fixed; we just need a patch to update it.
Man0warr
10-09-2015, 02:20 PM
They just made it so it's easier to kill beetles - but if people leave them up regardless it won't fix much.
Colgate
10-09-2015, 02:59 PM
p sure alunova mentioned something about beetles despawning but constructs and spiders will stay up
Ciroco
10-09-2015, 04:09 PM
Yeah, but by sheer volume, beetles despawning (which they should be) should resolve the majority of the problem.
Pringles
10-09-2015, 05:49 PM
When i was exping in there just after Velious dropped, I and the others in the zone knew full well to avoid the traps, or kill them dead if we triggered them, because they never despawn, as was the case on live.
Ciroco
10-09-2015, 06:12 PM
The constructs did not despawn; the beetles did. I am not sure about trap spiders.
Either way, it's fixed.
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