|
|
Thread Tools | Display Modes |
#31
|
|||
|
chello
I also remember the 4 mob root limit nilbog. I couldnt find any post to support it though personal memmory only Chiming in on the 4 mob limit attack one person. This is also how i remember , at some point it was changed i have no information about when this was though. I remember distinctly with my druid and paladin soloing having only 4 mobs being able to attack me. The 4 mob limit was fluid. if i had 5 mobs on me one would not attack but if i rooted one and back away the 5th one would become the 4th to be hitting me. I also remember that once more people where on hate list any extra above the 4 mob limit , would turn and engage next person on hate list. Root crowd control was important to control these situations.
__________________
----------------------------------------------------------
------------------------------------------------------------- Nilbog: " I'll keep making classic changes when I can, regardless if people threaten to quit. I'm here to recreate classic eq; not to make people happy." | ||
Last edited by Buellen; 02-12-2014 at 10:08 PM..
|
#32
|
|||||||||||||||
|
Just wanted to add some relevant information to this thread and give it a brief ressurection. Nilbog, it seems you were asking when these mob and pet limitations went in. Hopefully this can shed some light...
There was a developer interview in 2002 that brought to light a '4 pet limit' on mobs here (it is a repost of original interview): Quote:
Quote:
One comment here: Quote:
https://www.youtube.com/watch?v=ig7k_-2B8l8 During this fight there are 3 shaman pets, 2 spectre necro pets, and an enchanter animation (so 6 in total). At first glance when they engage you can see a shaman pet just stand back and do nothing. I thought maybe this 4 mob limit was preventing it from attacking, but we just don't know (shaman could have been asleep, or a strategy to engage after the first knockback from CT). Go to about 0:45 seconds in and you can see 3 wolves and 2 spectres all swinging their attack animation. I didn't notice the enchanter animation, he is seen running around after the videographer got knocked back (the animation is not engaged / attacking). But that doesn't appear to be definitive proof, chanter could have summoned after he got knocked back, previous animation maybe died on a riposte or something. But we do see it attacking later, which is 6 pets total. So we either gather from this that the 4 pet rule is not in place, or maybe it had some proximity rules (such as only the 4 closest pets can BEGIN to attack, once new pets move into range, they can begin the attack as well). I'm leaning towards the former. Digging further, we see an in length rant discussing the 'max of 4 pets' on an NPC issue here. Has an interesting blurb: Quote:
11/29/2000 Patch: http://www.tski.co.jp/baldio/patch/20001129.html Quote:
But when did this go in place? Perhaps initially, who knows. Let's dig a little deeper, some discussion here, kind of switching to the 'only 4 mobs can attack a PC' side of the argument, but I'm thinking it is part of the same code that went in: Quote:
Quote:
Quote:
https://web.archive.org/web/20010822...ve/arc22.shtml Quote:
Basically there was a problem in Kunark where a tank or whatever would pull and a mob would leash. Hate list would extend over and over as it passed mobs out of range and a character got added to the list. Eventually they would get too close to a pack and BOOM, insta gibbed by a bunch of mobs. They did a lot of work to the 'call for help' function and such to fix this, but it wasn't perfect. So I think that is when the 'max 4 mobs' got added in (but just a theory). Real quick want to go back to how this 'only 4 mobs can melee a PC at once' thing works and other discussion, link again here: Quote:
Quote:
Quote:
Anyways, take away from this what you will. I'm too tired to write a summary right now, am happy to research any missing information further, or information you'd like more corroboration on.
__________________
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 | ||||||||||||||
#33
|
|||
|
__________________
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. | ||
#34
|
|||
|
Just wow Rygar 8)
I enjoyed digging for proof in that past, but your skills in this activity just amaze me ! Keep up the good work sir
__________________
----------------------------------------------------------
------------------------------------------------------------- Nilbog: " I'll keep making classic changes when I can, regardless if people threaten to quit. I'm here to recreate classic eq; not to make people happy." | ||
#35
|
||||
|
Wanted to update this with some new information I found. In a recent DN bug report I made, there was classic mention of like 22 swarming beetles spawning in a trap, which double attack and hit fast, etc.. max hit of 60. Inside dungeon with no sow...
I thought to myself, "Damn, how could a puller survive that? is like, a damage potential of 2640 per round! nevermind kick/bash". Then I remembered this thread. Found this post on graffe for an AoE guide, makes mention of the 4 mob max for attacking you limit: https://www.graffes.com/forums/showt...l=1&styleid=51 Quote:
There was also mention in some of those swarming beetle links that the 'beetles preferred casters'. Thinking on this, with the 4 limit max in place, perhaps as someone healed the puller or even nuked another beetle, the rest of the swarm not able to attack the tank would swarm to another person on the hate list? Sounds like how someone else made mention in this thread about AoE groups that went sour had everyone's HP drop at once, since the non-occuppied mobs would switch to a valid target on the hate list. Edit: Just noticed at the end of his guide he says to remember only 3 mobs can hit you at once, most likely a typo for 4 as he mentioned this before and it has been corroborated multiple times.
__________________
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 | |||
Last edited by Rygar; 05-31-2018 at 08:35 AM..
|
#36
|
|||
|
Man this was an interesting read. This is a pretty big game-changer too, right?
| ||
#37
|
|||
|
Rygar, cyber-archaeologist.
__________________
Quinok - 44 Shaman <Europa>
Celador Elysius - 57 Beguiler Writing P99 articles at Where The Monsters Are | ||
#38
|
|||
|
Wow this will severely effect druid powerleveling if it gets implemented.
__________________
Doil Boil - 60 Druid
Sssoil Boil - 56 Monk | ||
#39
|
||||
|
Quote:
Honestly, this may also help make PBAoE a semi-effective dungeon strategy again. Perhaps some kind of hybrid thing where you do standard pulling but perhaps every 20 mins or so you nuke down 20 or so mobs. In areas such as the Hole where some golems could be unstunnable maybe a paladin or SK can snap agro them out and tank during stun cycle, and won't be mauled by 20+ mobs.
__________________
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 | |||
#40
|
|||
|
Just read that thread about quad kiting in server chat and this was linked there:
http://thedruidsgrove.org/archive/eq/t-3946.html which talks about only 3 mobs being able to attack you while quad kiting--the 4th apparently would run off. Seems related to this. | ||
|
|