View Full Version : 10th Ringwar happening today 10am US eastern(28 aug)
Omni and friends will be attempting the 10th ringwar today at 10am eastern US time.
That means that the Great Divide zone will be depopped...no exp there for a couple of hours. It also means that if we fail, Thurgadin will be full of giants for two or so hours.
In addition to the giants, there will be dwarves all over the zone - so if you are KoS to the dwarves, watch out. They will want to eat you.
If you get caught in the crossfire, we'll rez you.
If you manage to get aggro on a giant, PLEASE do not train toward Thurgadin. If even a single giant makes it to Thurgadin, the event is over. Please run SOUTH down the river and we'll try to pick it offa you. Worst case is we rez you.
I'm torn on inviting people to the event. I'd rather not have 300 people in the zone and desynch it. But I'm also unwilling to turn people away who are:
1) Good players
2) Can follow instructions
3) Show up for the sole purpose of helping out
The loot, should we succeed, will be distributed after the raid and really shouldn't be a motivator. I'm not sure how the distribution will go. I'll make that determination later today.
PM me here if you have questions.
Sorry for the pending disruption to the GD zone. It's one of those Velious things. And it's one of the most fun EQ events EVER.
This event was kinda buggy on Beta, so I expect some hiccups today. Some of the problems have been fixed, apparently, but I really don't know what to expect.
Oleris
08-28-2015, 06:32 AM
WILL BE THERE IF i DON'T FALL ASLEEP IN THE NEXT 3 HOURS
Oleris
08-28-2015, 06:34 AM
http://images.sodahead.com/polls/000791791/polls_1390961334_b1b1a969ca_3426_784949_answer_3_x large.jpeg
Oleris
08-28-2015, 06:38 AM
Also, might want to make sure someone is recording it or have a GM/guide present in case something bugs out. Each time I did it on beta it was bugged.
Yeah - plan to have it frapsed. Sent an alert to Sirken. Will try to find a guide in-game before it starts.
If anyone can fraps it (who is reading this thread), please do. The more angles we have, the better.
Oleris
08-28-2015, 07:00 AM
If I am up will stream it on twitch. No guarantee though 4 am here!
Daldaen
08-28-2015, 07:28 AM
Good luck. We had upwards of 70 members attending the war on beta and we would still regularly fall behind on kills in waves 2/3.
At a 10AM Weekday spawn I hope you can muster more than 70 or so.
The experience we had was that the Giants would fall through the world when pushed on slopes similar to sky. One of the obvious ways to avoid this was limiting the coldain armies involvement but if you hold them back too long you will find you don't have the DPS to keep up with waves.
What failed us the last two times was a south spawn that walks from the east to the river and charges up the river. Think of these like the Uruk Hai from the Lord of the Rings, Two Towers with the torch. Once they reach the river they will break into a full run towards Thurg and almost nothing will stop them from running to get there. If this happens you basically have already lost. From spawn to their run usually only took 2~ minutes or so too.
Also your suggestion to run south if you aggro a giant is fruitless. These mobs will not follow regular aggro patterns. You cannot kite them. If they don't have a PC or NPC in melee range and they aren't snared or rooted, they continue walking their path to Thurgadin. Even if you're nuking them down.
Nothing allows you to kite them around, they won't be bothered with you until you're standing at their feet hitting them. There was a bug on beta where if the giant broke into a run even standing at their feet and hitting them wouldn't stop them. I don't believe that was ever resolved.
Also your suggestion to run south if you aggro a giant is fruitless. These mobs will not follow regular aggro patterns. You cannot kite them. If they don't have a PC or NPC in melee range and they aren't snared or rooted, they continue walking their path to Thurgadin. Even if you're nuking them down.
If I recall correctly, the giants are pretty fast. If someone runs to thrug to zone, the giant will be chasing him faster than his usual walk. I don't expect the giant to chase him south, but running south will avoid the problem of a near-SoW-ed giant moving at near-SoW speed to Thurg. He'll go at his normal pace rather than a sprint.
Daldaen
08-28-2015, 08:25 AM
Nah, Giants do not chase at all.
If you get out of their melee range they will ignore you and continue on their pathing.
In certain points in their pathing the Giants break into a run. Typically this occurs when a wave reaches the river at which point they cut north and break into a sprint. This is especially problematic for that Southeast spawn because of how close the spawn is in proximity to the river.
Good to know. Thanks. I'm getting a little nervous about all of this ;).
Good luck! Id like to help in anyway I can
Daldaen
08-28-2015, 08:38 AM
I will be very impressed if a 10 AM Weekday ring war can succeed :P. The event isn't for the feint of heart or the small raid. You need a massive Zerg to overcome this event especially when your DPS isn't geared up with ToV/Primals.
Without 50-60 people I wouldn't bother, you're basically guaranteed to fall behind in wave 3. 70-80 you're looking at a decent shot but you need to work quickly, you can't push mobs underground because it bugs your dwarf army out and you lose their roughly 1000 DPS, and you need snarers/rooters ready to intercept every wave as it spawns. That SouthEast one was a pain because it only takes 2 minutes to get to the river and at that point snares don't stop them anymore. It's almost impossibly to snare all 6/11 of the mobs especially in the 3rd wave with all the resists before they hit the river even if you're positions perfectly beforehand.
Also are you doing the ring war as a caster or melee? I tend to think casters are better controllers of the army because they can sit back when needed and still assist the raid. If it's a melee, especially someone like a MT warrior, it's rough to try to tank and control your army at the same time.
Good news about the war is you can turn in your Declaration and not lose anything in the event of failure. All it does is despawn Thurg and Icewell for a day. Perhaps there will be some sad Alliance neck farmers, but you can get a good idea of what the event requires by testing it out.
I'll be leading this on Cloki (monk). While I'd prefer to be on a ranger, people know the 'toon Cloki and I think I'll be better able to command under that name. I also think that if it comes down to me and protecting Thurgadin, we've already lost. While I love leading from the front, I'm hoping to stay at 50,000 feet and be moving the chess pieces properly from that vantage point.
If we don't have the bodies, we'll push it out. But I think we can get at least 70-80 there. We had 45 an hour earlier on an ad hoc Vindi among only 3 guilds...and others have expressed interest in helping out this time of day.
And I WELCOME the help today.
Has anyone tested HighSun on beta?
Fanguru
08-28-2015, 09:03 AM
Piece of advice if you have a handful of giants break into a run: use short cast time roots. I don't know why, but on beta snare and going melee would not work when they run. Root landed all the time, but broke off easily.
Hopefully you won't need it.
Thulghor
08-28-2015, 09:03 AM
Good luck guys! I'm rooting for you!
Daldaen
08-28-2015, 09:37 AM
Piece of advice if you have a handful of giants break into a run: use short cast time roots. I don't know why, but on beta snare and going melee would not work when they run. Root landed all the time, but broke off easily.
Hopefully you won't need it.
The Giants stop entirely when snared if you land the snare while they are walking.
However if the Giants are running when you land a snare, the snare merely slows them down and will not stop them entirely.
This is working as intended.
Rooting does help but it resists a ton in wave 3 when the mobs are level 58~.
I wish you the best of luck Cloki! Would be neat to see this completed. I'm still sad it never worked out on beta.
Erati
08-28-2015, 09:40 AM
will this be streamed?
why cant I leave work for this QQQ
kate79
08-28-2015, 09:49 AM
Ring Wars are fun :) I forgot about all the zone changes that happen so thanks for the heads up! I'm too low to help out but I'm hoping to watch from a safe distance. Good luck!
Destron
08-28-2015, 09:50 AM
This is the first attemped since beta correct?
joppykid
08-28-2015, 10:19 AM
GET EM SON!!!!!!!!!!!!!!
Lamil
08-28-2015, 10:25 AM
Good Luck guys!
Kagukuk
08-28-2015, 10:43 AM
Just do it !
Erati
08-28-2015, 10:44 AM
anyone stream for those of us working
Fanguru
08-28-2015, 10:50 AM
Rooting does help but it resists a ton in wave 3 when the mobs are level 58~..
This is not what I experienced on beta.
Root would almost always land on a running giant from wave 3, snare would get resisted all the time.
No arguement on the rest of the mechanic, it is indeed working as intended.
My point is root >>> snare once they start running.
Sallan
08-28-2015, 10:56 AM
anyone stream for those of us working
Hathaway has it up on his stream atm
http://www.twitch.tv/redwjamz
Erati
08-28-2015, 11:01 AM
Hathaway has it up on his stream atm
http://www.twitch.tv/redwjamz
hes unbanned?
dafier
08-28-2015, 11:09 AM
GL! Please post when complete! I want to know results!
I can't access the stream from work.
Lamil
08-28-2015, 11:51 AM
from the stream Thurg looks like everyone's dead. Guessing it failed?
Looks like you guys lost. :(
Needs more of a warning next time!
Fun times, thanks omni and crew
Daldaen
08-28-2015, 11:58 AM
How far did you guys get?
That last wave is killer, even with 70-80 people.
Last wave, couldnt stop them with root
130 people from a variety of guilds showed up.
Was very difficult to stop progress on the giants - even when engaged they kept moving and that's different from what I remember.
Many fell thru the world - but Moregan was on it so quickly. Thanks.
Was really hard to focus dps on the 3rd wave when you couldn't get them stopped by engaging them.
Should have involved the dwarves earlier.
Daldaen
08-28-2015, 12:01 PM
Yea those ones are rough. They weren't stopping very well even with melee hitting them either which I bug reported but I don't think that ever got fixed.
Droog007
08-28-2015, 12:02 PM
Giants seemed inclined to completely ignore being engaged - not sure if that's correct.
I think ROOT should only be used as last resort - snare is preferable.
I think a lot of us experienced this mostly as L65 characters, so resists should be bad - but not impossible.
Malo/Mala > Tash > Malosini > Snare ... every. mob. imo.
I noticed the dwarves did not assist us
Daldaen
08-28-2015, 12:09 PM
Dwarves attack whatever gets in their aggro range. Whenever I did it I would summon all armies to myself and focus down 1 giant at a time.
Dwarves attack whatever gets in their aggro range. Whenever I did it I would summon all armies to myself and focus down 1 giant at a time.
they werent attacking with 10+ giants in aggro range
Daldaen
08-28-2015, 12:14 PM
Were they in a chain running animation and a mob fell through the floor?
One of the issues that plagued beta was mobs falling through the floor due to dwarf push. The problem is if the mob is under the world and the dwarves are still on aggro they will run in place until they can warp under the world also to kill the mob. Sometimes that stalled out the army for 5-10 minutes.
they werent attacking with 10+ giants in aggro range
This is true.
bktroost
08-28-2015, 12:22 PM
Dwarves were not aggroing.
If I was Dain and ran an army like they did, I'd deserve to die.
Were they in a chain running animation and a mob fell through the floor?
One of the issues that plagued beta was mobs falling through the floor due to dwarf push. The problem is if the mob is under the world and the dwarves are still on aggro they will run in place until they can warp under the world also to kill the mob. Sometimes that stalled out the army for 5-10 minutes.
I watched them run directly through the archers and they just stood there
Was very difficult to stop progress on the giants - even when engaged they kept moving and that's different from what I remember.
Many fell thru the world - but Moregan was on it so quickly. Thanks.
Was really hard to focus dps on the 3rd wave when you couldn't get them stopped by engaging them.
Giants seemed inclined to completely ignore being engaged - not sure if that's correct.
These are all things I saw on the beta test of the ring war. The giants just ran over everyone in that last wave.
Please submit a bug report for this stuff so it can be fixed!
https://www.project1999.com/forums/showthread.php?t=208894
Post mortem thread.
Haynar
08-28-2015, 01:26 PM
What is happening when they fall thru the world? Are they being engaged? Snared? Rooted? High sunned? Attacked by pets? What? I can try to fix when I can reproduce. Otherwise I have no clue where to look.
Engaged, from what I've heard. Most happened near the spires, I think tho several were near the river.
Should be Fraps available soon, tho that's not sure to show anything.
Hope others weigh in here. Have some loss of that would help.
Daldaen
08-28-2015, 02:36 PM
What is happening when they fall thru the world? Are they being engaged? Snared? Rooted? High sunned? Attacked by pets? What? I can try to fix when I can reproduce. Otherwise I have no clue where to look.
The vast majority of the time that I've had the Giants fall through involved:
1. The Giants on some slope. Generally one of the steeper slopes to the west / east along their pathing.
2. When the entire coldain army is pushing a mob in one direction. The army generates massive push but it shouldn't force the mobs under the world.
I've had it happen to snared mobs, engaged mobs, attacked by NPC/Pets.
I once heard about it happening without the dwarf army attacking it. The giant was on track for 10~ minutes and then it disappeared.
I have no idea what your limitations are for coding, but if you can set it to instantly droop the Giants if their Z Axis coordinate drops far below the standard ground? Or if you can make it to that any giant reaching Thurgadin under the Z Axis just disappears and doesn't fail the event, that would help.
Shjade
08-28-2015, 03:14 PM
Or if you can make it to that any giant reaching Thurgadin under the Z Axis just disappears and doesn't fail the event, that would help.
Literal Devil's advocate: if they made a change like this, guaranteed some group would purposely try to force giants to fall under the world rather than kill them since that would essentially take them out of the event.
Daldaen
08-28-2015, 03:31 PM
Literal Devil's advocate: if they made a change like this, guaranteed some group would purposely try to force giants to fall under the world rather than kill them since that would essentially take them out of the event.
*Taken Kidnapper Voice*
Good luck.
In seriousness, that is not a very repeatable scenario or one players have an enormous amount of influence on. It has something to do with pushing them on a hill, but it's not something you can conspire to force through the ground. It just sometimes ends up happening.
If this were something you could just bash or stun them and they fell I'd agree. But you can be pushing with 30 melee in one direction up a slope and it still won't fall through most times.
Haynar
08-28-2015, 03:39 PM
*Taken Kidnapper Voice*
Good luck.
In seriousness, that is not a very repeatable scenario or one players have an enormous amount of influence on. It has something to do with pushing them on a hill, but it's not something you can conspire to force through the ground. It just sometimes ends up happening.
If this were something you could just bash or stun them and they fell I'd agree. But you can be pushing with 30 melee in one direction up a slope and it still won't fall through most times.
If we could instantly check if a mob is below world, we could instantly put them back above the world. And constantly checking their Z = unplayable zone.
*Taken Kidnapper Voice*
Good luck.
In seriousness, that is not a very repeatable scenario or one players have an enormous amount of influence on. It has something to do with pushing them on a hill, but it's not something you can conspire to force through the ground. It just sometimes ends up happening.
If this were something you could just bash or stun them and they fell I'd agree. But you can be pushing with 30 melee in one direction up a slope and it still won't fall through most times.
We had giants fall through the world that were literally standing on flat ground, no hill within 100 yard distance.
Daldaen
08-28-2015, 03:52 PM
We had giants fall through the world that were literally standing on flat ground, no hill within 100 yard distance.
My point being players don't have a huge amount of influence over that.
A raid leader can call for people to push a cleric mob and interrupt CHs. A raid leader could try to call to push a mob underground but that just isn't practical cause you can't force that on a regular basis.
So if they set them to despawn, guilds couldn't use that knowledge to their advantage and despawn mobs at will.
I was referring to the part about them falling through on hills, I don't think it particularly matters where they are when they fall through the world.
Luckily Moregan was there to summon the ones that fell through.
Haynar
08-28-2015, 04:17 PM
We had giants fall through the world that were literally standing on flat ground, no hill within 100 yard distance.
I can see one thing obvious. If a dorf npc summoned a giant, it doesnt adjust their z for size. And is likely to send them below the world. Testing some fixes.
H
Nuggie
08-28-2015, 05:07 PM
What is happening when they fall thru the world? Are they being engaged? Snared? Rooted? High sunned? Attacked by pets? What? I can try to fix when I can reproduce. Otherwise I have no clue where to look.
Warrwin pushed one below the ground by himself. He was on a (steep) slope. He had two beating on him.
Both giants ended up underground. I would imagine, but am not sure, that he pushed one underground. It summoned him and the 2nd giant followed.
Nuggie
08-28-2015, 05:19 PM
the location was roughly -1307, -2508, 261
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