View Full Version : Pathing Plane of Hate 2.0
Colgate
11-01-2015, 06:44 PM
mobs aggroing and pathing straight through walls in plane of hate on the 2nd floor, most notably innoruuk's old hall
Classic
https://web.archive.org/web/20010405061256/http://boards.station.sony.com/ubb/everquest/Forum1/HTML/000061.html
Gattwin wrote:
There seems to be a lot of complaints about the new Hate and I'm wondering if you are still working on this zone in order to fix these. Here are some of the problems I can think of off the top of my head:
-The pathing on the second floor is horrible.
- Mobs on the first floor will heal mobs on the second.
- Mobs on the second floor will argo bards singing the mana song on the first floor occasionally.
- second floor armor drops are very rare.
Since the first floor mobs heal the second floor ones you are forced to clear the first floor in order to even attempt the second. This is very time consuming and leads to about a good 5 to 6 hours of setup time just to reach the second floor.
We are working on some changes for the Plane of Hate. I guess it's best if I just give you the words of the man making the changes directly.
quote:
I have removed the agro text from all upstairs Dark Elven NPCS, and adjusted awareness range outward a tad. Spam should be minimal now, but you won't know a NPC is mad at you until it smacks you.
Innoruuk can now see further, so be careful dancing with him now, he knows a few new steps.
Drop rates are meant to be fairly low on an individual basis, but in bulk the upstairs area yields pretty good loot. The patrolling NPCs have the lowest chance of loot, and some loot you can only get from the statics.
There is a core issue with this zone that creates the pathing problems and the ability to get whacked from above or below, as well as mystery healing.
The zone is one of our earlier creations, and the software used to create it was the same we used on all outdoor zones. The problem with that is, NPC collision detection through walls/floors is non-existent.
The 'new' area has been there since the zone first came up, but wasn't used due to the problems listed above.
With a few new tools to work with, we felt we could make the neglected real estate usable.
While I'm not totally satisfied with the pathing/vis issues, I am satisfied that the area is playable, though it requires a bit different play style than most Planar raids. I.E., you can't rely on a static camp and pullers there.
- Kendrick
Not much more that I can add. The zone is a lot more interesting than it was before, and a lot better in terms of gameplay. It's not perfect, that's for sure. Completely rebuilding the zone would help, but not enough to warrant the effort. Rebuilding the zone would take the same amount of time that it would take to build new content, and new content would be a better use of that time since the old one is certainly playable and fun.
Alan
Colgate
11-01-2015, 07:01 PM
yeah walls literally don't exist on the 2nd floor in terms of aggro/pathing
khanable
11-01-2015, 07:10 PM
so much aggro spam
Man0warr
11-01-2015, 07:24 PM
The entire 2nd floor trash do a zone wide emote every 5 min or so, really annoying/laggy. Like 100 lines of text at once.
The entire 2nd floor trash do a zone wide emote every 5 min or so, really annoying/laggy. Like 100 lines of text at once.
its funny, but yes causes a brief lag
im guessing its due to logging being on because i've noticed doing /who in populated zones with logging on will cause lag, and with logging off it doesn't
fiveeauxfour
11-02-2015, 05:43 AM
yea this is off the chain, massive aggro from any floor from any direction at any time.
Xadion
11-02-2015, 11:23 PM
Classic or not...it should work properly and be an actual zone people want to go to- and not just super zerg for shits n giggles... it's obvious the devs wanted it to work properly.
There are tons of "not classic" stuff on p99- a working 2nd floor hate should be one of them if that's what you are preaching.
Man0warr
11-03-2015, 12:24 AM
They may not be able to fix the wall thru aggro thing. Don't think the devs here edit the zone files much.
Xadion
11-03-2015, 12:46 AM
They may not be able to fix the wall thru aggro thing. Don't think the devs here edit the zone files much.
The stated reason is dubious- "it's outdoor" so is the 1st floor, whatever was done to make the 1st floor playable should be done for the 2nd- but "I think" that means reducing the agro radius - and setting each defined mob to a path and tons of path nodes so they "act" like they are going around the walls etc. However I have no clue.
Afaik, first floor is also like that. I specifically recall a patch comment that warned players of hate becoming riskier with agro.
So, not sure what you mean by "make 1st floor playable".
Colgate
11-03-2015, 02:09 AM
1st floor is less dense with mobs, all of which have pathing nodes and aggro messages, allowing you time to react to aggroing a large group of mobs
2nd floor is very dense with casters and shadowknights, so every pull you're getting like 8 casters and half of them are harmtouching you immediately through a wall
Oleris
11-03-2015, 02:14 AM
1st floor is less dense with mobs, all of which have pathing nodes and aggro messages, allowing you time to react to aggroing a large group of mobs
2nd floor is very dense with casters and shadowknights, so every pull you're getting like 8 casters and half of them are harmtouching you immediately through a wall
pop eye several times to eat the dt's
Kileras
11-03-2015, 11:08 AM
pop eye several times to eat the dt's
Eye's eat DTs? or you just mean its basically a DT because of the stacking Harm Touch?
Seltius
11-03-2015, 11:19 AM
Agroing through the wall and floor is different from running through the floor and wall. On live you could agro but the stuff would always come running along existing paths and agro anything social to it not directly through walls. You would see the train coming instead of it just poping on your head.There were only certain times a mob would warp to you. That was if you were out of range with obstacles like walls or on a cliff after a certain time they would warp.
nilbog
11-03-2015, 04:12 PM
The 2nd floor needs pathing file additions; we'll get it in. That will prohibit npcs running through walls in favor of following designated pathing to reach their target.
Mobs aggroing through walls is correct per era.
Outdoor, non-dungeon zones: npcs should aggro through walls.
Colgate
11-03-2015, 04:13 PM
yup, i suppose it's just more of an issue of mobs not having pathing and hitting through walls/floors
Xadion
11-03-2015, 04:45 PM
The 2nd floor needs pathing file additions; we'll get it in.
See that's what I was saying :-P
Thanks Nilbog and co. A+ :-)
Culkasi
02-12-2016, 11:41 AM
I am going to bump this old thread.
There still seems to be a lot of issues with Hate 2.0
Basically everytime you even go up a ramp to the next floor inside a building (you don't even have to go all the way upstairs in said building, the ramp is often enough), you get a ton of aggro from 2nd floor mobs that hit you and cast on you through the roof, and runs over to and down the ramp to come and chew your cute like monk buttocks. Makes it almost impossible to pull just somewhat sensibly on the 1st floor in Hate.
Man0warr
02-12-2016, 02:55 PM
Yeah the 2nd floor mobs don't follow pathing nodes (when they path back from 1st floor, they just walk to their spot on the same z-axis on the first floor and poof back to 2nd floor) and they aggro through the ceiling.
Ignoring Walls AND Ceilings makes it an extremely frustrating zone.
arsenalpow
02-12-2016, 03:12 PM
We're still unsure if the Mage epic mini is fixed. We've killed him a few times and no staff.
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