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Old 07-11-2015, 04:45 PM
Daldaen Daldaen is offline
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Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
Default Coldain Ring War #10

Since my last thread was closed, bumping for new comments:

1. Snare is fixed. Mobs now correctly stop in their path when snared if they were currently walking. Mobs now correctly slow to a walk in their path when snared, if they were currently running.
2. Root is fixed. A mob that gets rooted, correctly is rooted and doesn't ghost.

Now there are two problems remaining.

Aggro:

When an NPC giant is getting hit by a dwarf NPC, it doesn't correctly turn and attack a Player (PC) who is in melee range. This is incorrect. If the Giant NPCs have Coldain NPCs and Players (PC) in melee range, they should always opt to attack the PCs over the Coldain.

Giant NPCs should behave like rooted mobs when snared or rooted, in that they should attack the NEAREST PC player. Currently some of them will bug out and not attack PC players at all when they are snared/rooted. Also some will focus on an out of range player and continually summon them even if that player did little to generate hate.

Giant NPCs that are not rooted or snared, should IMMEDIATELY stop moving and turn and attack a PC or NPC who gets in their melee range. Currently they will occasionally do this but not always.

Falling Through Floor

We experienced two giants falling through the floor today. Both occured when the entire dwarf army was pushing them on a slope.

Due to how unpredictable/volatile the dwarf army is, it is very difficult to prevent them from engaging NPCs on slopes, especially considering you basically need their DPS unless you have 100+ PCs and about half of the path from the West to Thurg is on a slope, there are very few flat areas you can stop on a flat and have your coldain army attack. Especially because once they engage mobs you cannot pull them back if the dwarves push the giants onto a slope or the giants path onto a slope.

Locations:

-1340, 1315
-1730, 1185

Those are the rough locations of the two areas we experienced giants falling through the floor.

What lead us to ultimately fail was a back-up of mobs because once an NPC falls through the floor the coldain army bugs and won't attack anything until they can warp underneath and kill the giant. Leading to hundreds of thousands of lost damage points dealt by the army.
  #2  
Old 07-27-2015, 09:57 AM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
Default

Bump.

Mobs are not correctly stopping and attacking a player or NPC who gets in their melee range/attacks them. They should stop their walk or run and kill whoever is attacking them, then continue on their path when no one is in melee range.

Also mobs are still falling through the floor. Though there was one mob that fell through and later de spawned without issue. Possibly your fix was to make NPCs which fall through depop? If yes, that would be a sufficient fix to the problem, it would just be nice to know that's how it works rather than having to spend 10-15minutes trying to figure out if you can send pets or do other trickery to kill the mobs which fell through.
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