PDA

View Full Version : absolute state of mistmoore


Bazia
11-30-2019, 02:11 PM
basically dont pull anything past gypsy room or your dead

Bazia
11-30-2019, 02:16 PM
"man castle is always open, pretty sweet" - me prior to the incidents

Zeboim
11-30-2019, 02:30 PM
Definitely a reason nobody goes past Pond.

Ive seen people in guild chat forming groups for deeper in. Every time 30 minutes later I see "Anybody xp rez in MM?" Every time.

RipVanFish
11-30-2019, 02:42 PM
Wait, what? I've been exp'ing with groups inside in various areas literally all last week. Granted we had a good bard or enc anytime we went deeper in.

Good bard/enc is probably the x factor for doing anything inside the castle/CY.

Bardp1999
11-30-2019, 02:46 PM
Mistmoore is a shit pit train fest but one of my favorite zones. 30-40 at CE/CY is hard to beat.

Bazia
11-30-2019, 02:52 PM
right now pulling past the cook room or the gypsy room results in a mob teleporting to top of caslte and training you, you can get lucky and the glitch wont kick in for a few cycles but it can also happen the first time you pull gypsy room

gonna have to come back when everything is green for katanas i guess kinda sucks

DMN
11-30-2019, 03:01 PM
Maybe get group wolf form(or have druid harmony everything on the way) and set up camp inside the castle?

Bazia
11-30-2019, 03:06 PM
Maybe get group wolf form(or have druid harmony everything on the way) and set up camp inside the castle?

the best way to avoid it is to roam room to room, but you know green everyone is a caster and doesnt like moving much

and even when roaming things can still x teleport

long story short if you need anything from back of castle come at 50

cloaked dhampyre for example u can pull all the way to GY no issues, its just the corner of the gypsy room and something i havent identified yet with cook room as well if you pull a mob through you those spots you will be dead in about 15 seconds to a huge train

branamil
11-30-2019, 03:17 PM
10 years into the project and stuff still goes through the floor and ceiling. Neat!

DMN
11-30-2019, 03:18 PM
i seem to recall people setting up camp often right inside the gypsy room itself. Not on blue but in actual vanilla timeline. But usually pathing issues/teleports involve pulling a specific direction. if stuff is aggroing through walls your only option will be to find the nearest mobs that start the train and harmony them every pull from that direction.

Zeboim
11-30-2019, 03:34 PM
10 years into the project and stuff still goes through the floor and ceiling. Neat!


Am I having a stroke or was this literally not a problem like a year ago.

RipVanFish
11-30-2019, 03:54 PM
I have spent like dozens of hours grouping throughout the castle, we had two incidents where a mob went into a wall but that was it. We did entrance, CY, crawled through the other areas, hunted on the bridge a bunch. It was great as long as we had an enc or bard. And it was always open because, as this thread illustrates, people are afraid to come in here. Good exp and good loot.

Dolalin
11-30-2019, 03:58 PM
Z axis being fubar is so classic it has its own car show. :D

Should prolly be fixed though

SamwiseRed
11-30-2019, 04:16 PM
I've been training mm non stop. I'm glad you think it is the z axis though :)

DiogenesThaDogg
11-30-2019, 04:54 PM
Am I having a stroke or was this literally not a problem like a year ago.

brother jentry has a habit of warping through lucan's ceiling and bringing the entire militia house onto you on blue, also giants in kael arena have a habit of warping upstairs, other places too

Aaramis
11-30-2019, 06:39 PM
Pathing in so many zones have always been rubbish. We know this. Pull 1 mob in Unrest, Mistmoore, or several other places, and who knows what you're going to end up with.

It totally sucks, and the only way to get past it really is to have the place so camped that nothing is alive more than a minute or 2, but we don't have the numbers for that.
So... you just have to kind of expect deaths there. Or xp elsewhere.

I don't see them fixing 20 year old code any time soon.

Polixa
11-30-2019, 06:40 PM
If the z axis warping is the same I have seen in Sol A and City of Mist, don't pull with a nuke or a dot which includes some burst damage. I was ok if I avoided those things.

cd288
11-30-2019, 06:48 PM
Pathing in so many zones have always been rubbish. We know this. Pull 1 mob in Unrest, Mistmoore, or several other places, and who knows what you're going to end up with.

It totally sucks, and the only way to get past it really is to have the place so camped that nothing is alive more than a minute or 2, but we don't have the numbers for that.
So... you just have to kind of expect deaths there. Or xp elsewhere.

I don't see them fixing 20 year old code any time soon.

Unrest is has tons of mobs constantly up? Since when?

Veeshan31
11-30-2019, 10:34 PM
I was in a group and we set up in the Mistmoore coffin room and pulled the courtyard and cloaked dhampyre to there. No trains or bad pathing at all.

Vormotus
12-01-2019, 12:51 AM
Z axis being fubar is so classic it has its own car show. :D



https://i.imgur.com/cpIIy3v.gif

Widan
12-01-2019, 01:09 AM
Pathing and collision especially doesn't work anymore. It worked fine last time I played here in 2014/15, so someone broke something between then and now.

Donkey Hotay
12-01-2019, 01:14 AM
There was a stealthy pathing patch in the lead-up to Green's opening. It boned plenty of stuff on Blue but because nobody cared about beta server it didn't get attention until now. Like the lighting patch, it's hacky and unprofessional but hey ClassicTM pulls in the redditor donations.

this user was banned
12-01-2019, 02:20 AM
Bugs like these are precisely why these zones have high ZEM bonuses. Bugged pulls = 100% classic

chevy79bu
12-02-2019, 02:20 PM
I spent two days in CY this weekend and didnt have much issue. I even got my hooded black cloak trophie for my time spent there. In those two days I was in some very good groups both in ability and socially.

Bigsham

Nirgon
12-02-2019, 02:21 PM
basically dont pull anything past gypsy room or your dead

really good thread title, chortled

but anyways

slam dunked this zone for 3 levels in one night with Daltheb

:D


passed hooded black cloak and WELL DESERVED

Zeboim
12-02-2019, 02:23 PM
Bugs like these are precisely why these zones have high ZEM bonuses. Bugged pulls = 100% classic

MM has very weak ZEM for a dungeon. Much lower than almost any comparable zone.

Man0warr
12-02-2019, 03:10 PM
Probably Haynar's fault.

unleashedd
12-02-2019, 03:17 PM
when pulling from gypsies, keep the mob in melee range until youre thru the entrance room archway/under doublestaircase/between the two garg spawns

Veeshan31
12-02-2019, 03:26 PM
when pulling from gypsies, keep the mob in melee range until youre thru the entrance room archway/under doublestaircase/between the two garg spawns

This kind of technique is to advanced for your average p99'er.

Polycaster
12-02-2019, 04:06 PM
This kind of technique is to advanced for your average p99'er.

Agreed. The preferred method is for the puller to bring the whole horde to the plateau, then FD or RD, then the mobs stand around unagro because everyone is behind the tree. Then some retard comes back from afk, sees mobs, and attacks which leads to full wipe.

Tecmos Deception
12-02-2019, 04:16 PM
Am I having a stroke or was this literally not a problem like a year ago.

They messed it up again recently. It feels like most mobs in most zones will ignore any geometry or architecture in order to take a straight line towards you if they are aggrod, obviously picking up all sorts of interesting adds along the way who also run through walls, zone lines, and floors/ceilings chasing you.

Pets will also, if you get too far ahead of them, often start cutting directly through buildings and walls, aggroing stuff inside.

bum3
12-02-2019, 04:19 PM
MM has very weak ZEM for a dungeon. Much lower than almost any comparable zone.

That's because it's an outside zone and is pretty easy. That doorway glitch where mobs fall through if you aren't in melee range is the only pita thing. But that exists in many zones.

Zeboim
12-02-2019, 05:15 PM
That's because it's an outside zone and is pretty easy. That doorway glitch where mobs fall through if you aren't in melee range is the only pita thing. But that exists in many zones.

Weak excuse. Unrest is even more outdoors and even easier, and has a much better ZEM.

bum3
12-02-2019, 05:41 PM
Weak excuse. Unrest is even more outdoors and even easier, and has a much better ZEM.

Is it? There are trains every couple minutes in unrest. 6 hours in MM and only 2 trains by the same guy. And there were groups in CE, CY, and GY.

bum3
12-02-2019, 05:43 PM
I would also say the ZEM is way to high in unrest and upperguk. Whereas CT is almost as hard with horrible zem. But it's outdoors.