|
|
Thread Tools | Display Modes |
#1
|
||||
|
When Eye of Zomm is summoned into a wall, it should warp deeper into the dungeon
In-era Monkly Business post, July 2001:
Quote:
I often used eyes of zomm to track mobs in NToV from the zone-in. I would cast the eye into a wall facing north, and the eye would reappear in deeper parts of the zone. 4-way, outside Feshlak lair, even up to the triplets. Though the location and distance was random every time. This mechanic should work here too, since it is classic. | |||
#2
|
||||||
|
Another good one about the eye warping from that thread:
Quote:
Oh and another couple while I'm here. Killing eyes of zomm around guards should provoke a response: Quote:
Quote:
| |||||
Last edited by Dolalin; 04-15-2019 at 08:12 AM..
|
#3
|
|||
|
Just to point it out, the server already is un-classic on at least one wall hack (the "wall hack through SG" hack). It seems possible they might choose to keep this one un-classic as well.
__________________
Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue server, you can improve the wiki to earn a "welcome package" of up to 2k+ platinum! Message me for details. | ||
#4
|
|||
|
Most likely will never be implemented, but be careful what you wish for.
This trick is why in classic you lost ability to cast eye of zomm in kedge, because you could cast at zone in, warp to phinny, who in turn would warp to zone in. These "hacks" are what forced the luclin change of making all eye of zomm spells non agro (would pay money to see those tears)
__________________
Wedar - Level 60 Grandmaster <Azure Guard>
Check out my Zone Guide to The Hole The Hole wiki now fully updated and accurate: Hole Wiki Page | ||
#5
|
|||
|
Yeah, AFAIK this change is intentional so you can't pull shit easily from across the zone with eyes being kos at this point in the timeline.
If you're wondering about the mechanics: In zones Pre-Luclin, summoning an eye of zomm into the wall would warp it to varying locations. By zones Pre-Luclin, I mean zones in the game prior to Luclin. Not that this was patched out with Luclin. When they started designing Luclin zones, they would just design a zone and place all the structures into an empty box of a zone, so going outside the walls wouldn't automatically warp you somewhere (or succor). This is different from classic, kunark, and velious where the boundaries of the zone are more or less the walls the player sees. Instead, if you go outside walls in a Luclin+ zone, you (or the eye of zomm here) would just fall through the world. Or if you were levitating, you could do this to intentionally travel underneath the world. Was very useful for pulling VT or skipping right along to Rathe Council without clearing trash.
__________________
| ||
Last edited by pasi; 04-15-2019 at 01:04 PM..
|
#6
|
|||
|
Eyes non aggro would be a great step forward for p99
__________________
Quote:
Originally Posted by Detoxx View Post I tried my hand at rotating with the casuals. It was at this point I decided to no longer be kind to the casuals as they have extreme short term memory. They did this to themselves, unfortunately. Quote: Originally Posted by Maner View Post No one in A/A cares that you aren't getting pixels. In fact after the last suspension wave the attitude is to stop letting the casual guilds get anything even remotely of value. | ||
#7
|
||||
|
Quote:
But yeah, once Live nerfed the ability to track via /pet attack #NPC01, Eye of Zomm wall tracking was a decent alternative (for Kunark + Velious).
__________________
| |||
Thread Tools | |
Display Modes | |
|
|