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  #31  
Old 02-20-2011, 01:41 PM
h0tr0d (shaere) h0tr0d (shaere) is offline
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Oh, I have no doubt you would have won, I was just noting the mechanics.
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  #32  
Old 02-20-2011, 07:14 PM
Lelroni Lelroni is offline
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Just throwing up anther confirm it is working on all zones it seems. Stuck my earth pet on a Ice Giant near Permafrost entrance, ran all the way to the barbarian city entrance, and after 20 minutes the giant never got to me. And actually, after my pet died, I still had him targeted and his HP started to go back up in chunks (like 15-20% every tick or what not). So he did lose aggro. However I did not run back to see if he would instantly come after me (that's a long run!)

Edit: This happened last night on 2/19.
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  #33  
Old 02-21-2011, 02:22 PM
RazzleDazzle RazzleDazzle is offline
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just to burst some bubbles in later expansions on Live mobs where leashed this was predominate in the SOD expansion and some before hand so the statement mobs never leashed ever on live is false =p
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  #34  
Old 02-21-2011, 03:27 PM
Teensy Weensy Teensy Weensy is offline
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Kunark made you lose agro after a certain distance? Since when? When you agro'd Gore she would follow you all the way across the dreadlands and that zone was huge. I don't remember this change at all in Kunark. In fact I definitely remember mobs chasing me across the entire zone multiple times. Gore would agro as soon as you would leave the safe tunnel most of the time. Then you could run all the way to the FV tunnel, sit down and wait for her to show up a little bit later.
Last edited by Teensy Weensy; 02-21-2011 at 04:52 PM..
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  #35  
Old 02-21-2011, 03:47 PM
Aadill Aadill is offline
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I have a cloudy memory of gobbos being the main culprit of this sort of mechanic, not necessarily every mob.
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  #36  
Old 02-21-2011, 04:04 PM
Trimm Trimm is offline
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Quote:
Originally Posted by Trystych [You must be logged in to view images. Log in or Register.]
Of note: No safe area on island 5 to begin breaking the island.
To the best of my understanding, this is how Isle 5 was intended to be. It's a very small island with 11 large agro-radius, roaming mobs. The isle needs to be broken in the same way Fear needs to be.
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  #37  
Old 02-21-2011, 05:28 PM
Acillatem Acillatem is offline
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There's a fine line between creativity and exploit.

An exploit would be casting Eye of Zomm into the corner entrance of Kedge to "pop" into Phinny's room and warp him to the zoneline.

Creativity could be construed as using a 2-3 person buff/pull method to tether mobs off an upper island. Or to sacrifice a player to pull the 4 seahorses while another person solo pulls Phinny.

Intended? No. But it's ingenuity like this that made EQ a great game. The ability to think "outside the box" on certain encounters and try new things.

I remember the Devs saying how they never intended for Feign Death to be used as a "pulling" technique. However I think it's safe to say it has become a staple to the EQ community due to player ingenuity.
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<The Mystical Order>

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  #38  
Old 02-22-2011, 03:52 AM
Itchybottom Itchybottom is offline
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Quote:
Originally Posted by Teensy Weensy [You must be logged in to view images. Log in or Register.]
Kunark made you lose agro after a certain distance? Since when? When you agro'd Gore she would follow you all the way across the dreadlands and that zone was huge. I don't remember this change at all in Kunark. In fact I definitely remember mobs chasing me across the entire zone multiple times. Gore would agro as soon as you would leave the safe tunnel most of the time. Then you could run all the way to the FV tunnel, sit down and wait for her to show up a little bit later.
Your memory is false. Because zones were so large in Kunark, after a certain amount of time chasing you with no additional aggro, they ran back to their previous spawn point/path grid. When they reached the target node they were running back to, and you were in close enough proximity they would then re-aggro. If you later got near them while they were pathing elsewhere or whatever, they would also re-aggro. Radius was ~200 for re-aggro. As a kiting druid, that was a pain in the ass when I'd lose track of a gullerback in Burning Woods. When they ran away, their HP would go back to full as if you never fought them. The only way to keep a mob interested, was to put yourself in melee range now and then, continue to nuke it every so often or keep a DoT loaded on the critter.

It happened for sure in (all places I kited crap around on my druid): Burning Woods, Wasliks Woods, Trakanons Teeth, Overthere, Dreadlands (not sure about Gore, but definitely a dread widow), Frontier Mountains, Emerald Jungle, and Firiona Vie.

I didn't use the mechanic in any other zone, but I'm sure it existed everywhere but dungeons in the Kunark expansion. Also of note, I was able to drag Faydedar at a later date (during Velious) all the way over to the island with the chess board, and it didn't de-aggro. Which might add merit to the whole Gore story.
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  #39  
Old 02-22-2011, 05:36 AM
maegi maegi is offline
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Quote:
Originally Posted by Acillatem [You must be logged in to view images. Log in or Register.]
There's a fine line between creativity and exploit.

An exploit would be casting Eye of Zomm into the corner entrance of Kedge to "pop" into Phinny's room and warp him to the zoneline.

Creativity could be construed as using a 2-3 person buff/pull method to tether mobs off an upper island. Or to sacrifice a player to pull the 4 seahorses while another person solo pulls Phinny.

Intended? No. But it's ingenuity like this that made EQ a great game. The ability to think "outside the box" on certain encounters and try new things.

I remember the Devs saying how they never intended for Feign Death to be used as a "pulling" technique. However I think it's safe to say it has become a staple to the EQ community due to player ingenuity.
In case you haven't tried it yourself , eye of zomm doesn't draw any aggro whatsoever, very much not classic as well. It certainly did on live. People used it to pull all the time, not a lot of aggro, which was good, but enough to pull with it.
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  #40  
Old 02-22-2011, 11:08 AM
guineapig guineapig is offline
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It was my understanding that most people would not have ever experienced this one live simply because most zones in classic are not large enough and most classes not fast enough to attain the 500+ distance required to replicate the disengaging of the mob.

I cannot confirm or deny that this happened on live back in 1999 but it does make sense why many would be confused as to how this mechanic could have possibly existed.
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