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-   -   Coldain 10th Ring War on Beta - This Friday (/forums/showthread.php?t=188176)

Daldaen 04-07-2015 10:29 AM

Coldain 10th Ring War on Beta - This Friday
 
http://www.project1999.com/forums/sh...d.php?t=188175

7PM Eastern start time. Be there for glorious beta testing.

Ele 04-07-2015 10:43 AM

Glory be unto the Beta.

Daldaen 04-07-2015 10:44 AM

Quote:

Originally Posted by Ele (Post 1847562)
Glory be unto the Beta.

Praise its Wintery Appendages! Amen.

I'm hoping all Classhole's can show up to this raid. It's 2~ hours long, plenty of time to research tons of classic things.

Those unfamiliar with beta, you can copy a character to Beta and play P99 and Beta at the same time if you wish. You can also beta buff your character up to level 60 with decent gear and their spells, if your character is too low to participate in this event right now.

Rogean 04-07-2015 10:57 AM

Let's get some good attendance on this please. Anyone who can participate.

Ele 04-07-2015 11:00 AM

http://www.project1999.com/forums/sh...37#post1847537

Daldaen 04-07-2015 11:09 AM

I've run two in the past and both failed on wave 3. A few mechanics to look at since the latest beta update:

1. Snaring the NPCs. On live snare stopped a walking giant in its tracks. Snare slowed down a "charging" giant, however he would continue to walk towards Thurgadin when snared. Any snared NPC would turn and fight once someone with Aggro gets in their Melee range.
2. Rooting the NPCs should stop them and they will fight anyone who gets near them. Previously They would ghost/rubberband when rooted.
3. Collision of throwing items would cause Coldain Archers and Giant Spearmen to fight each other.
4. Giants were falling through the floor all over the place. Try to note locations of this if it happens.
5. All Giant NPCs should path towards Thurgadin in some way. They will stop and fight ONLY if you are in melee range. If they are continuing their charge while you're still in melee range fighting them, make note of this.
6. Anything else that looks buggy.

Cranky 04-07-2015 12:10 PM

Quote:

Originally Posted by Daldaen (Post 1847606)
5. All Giant NPCs should path towards Thurgadin in some way. They will stop and fight ONLY if you are in melee range. If they are continuing their charge while you're still in melee range fighting them, make note of this.

A running mob is REALLY hard to be on top of... now include the extra lag(server and network) as a result of the event makes finding that tiny engage circle at full speed really hard. Try keeping up with a full-speed feared giant in Warsilks Woods and you know what I mean. My point is improvement of this mechanic is probably not something that is going to happen unless it is possible to widen the melee range of the giants.

Daldaen 04-07-2015 12:45 PM

Melee range on the Giants is pretty reasonable.

The problem we had the last two runs was we would have people meleeing Giants and they would continue charging Thurgadin. This makes the event exponentially hard.

Ele 04-07-2015 01:19 PM

Quote:

Originally Posted by Daldaen (Post 1847763)
Melee range on the Giants is pretty reasonable.

The problem we had the last two runs was we would have people meleeing Giants and they would continue charging Thurgadin. This makes the event exponentially hard.

This might be a fraps of it https://www.youtube.com/watch?v=smQuGbcwNps

Daldaen 04-07-2015 01:29 PM

Quote:

Originally Posted by Ele (Post 1847813)

Yep the waves of 6, 4 warriors and 2 clerics, are the urukai waves. They start charging Thurgadin really far out and nothing stops them other than death.


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