> Anyway this is really long
That's an understatement. I really doubt Brad read this. If you want him to read something, don't send him anything over 4 or 5 sentences, especially if you want a reply.
Bugs in this game are a MAJOR problem in the high
levels. So just because you read about how good
the game is from your average player don't expect
it to be like that when you get to the high
levels. I'm level 50 with 60+ days on this
character alone and I made level 50 in about 30
days or so not sure exactly. So as you can see I
have currently spent the majority of my time at
level 50 (49 alot too though) and thus the
majority of my time dealing with bugs that kill
24+ people and cost you hours of recovery time
repeatedly. Some high level strategies are given
out and some knowledge I don't like to give out
because it's hard earned. But the public needs to
know the state of the game at the high levels.
It's really bad. Pre level 45 the game is really
good and was alot of fun for me.
I started out talking about the server resets
which remove all special spawns from the planes
until the server has been up for 10+ days. Which
in the past 60 days has only happened 1 or 2
times. Meaning these mobs have almost never
spawned naturally. When you read about a God or
dracoliche being killed on the planes is because
that server had a GM pop that zone for them after
a reset. Which GM Traikis has repeatedly refused
to do on our server. Meaning we never get to see
those special mobs anymore.
----
My last note was a bit more of a rant than I
intended. I was just severely
disappointed that
the sudden server reset ruined our chance to
fight dracoliche and Cazic
thule and possibly
Innoruuk ( who has NEVER spawned on our server).
It's been so long since
we've seen them
spawned it's just depressing. Here is a rant free
informative post that will
hopefully help you
make the life of a level 50 more enjoyable for
everyone.
Game mechanic issues:
First let me state my game system so you have a
point of reference:
K6-2 350mhz
3d enhanced Sound Blaster Live
2 12mb voodoo 2's in SLI mode
Cable modem - runs really fast too.
With this system I can handle 24 people fighting
together. throw in 30
total and I have a FULL minute recycle time on
spells and if a mob has
a damage shield on it 12 to 18 people will go
linkdead due to the bandwith
being used. This is with particles turned off and
all other filterable
messages
turned off.
What this means is if you gear your places for
more than 24 people they
won't
be doable for the most part. 24 people is 4
groups and 4 groups can handle
a MAX of 4 PoF/PoH mobs. Enthrall doesn't work
well at all in Poh and not
too well in PoF. Even with tashan on them, and no
way you can get malise in
fast
enough for enthrall to be useful enough before
everyone dies. Even with
235charisma
and 210 intelligence our enchanter can't enthrall
mobs in PoH very well.
Only certain ones
can be enthralled effectively.
Also keep in mind there is a BIG variance in
skill of players. Things will
be done with half
the number you design them for by the highly
skilled players and still be
undoable by
the correct amount of ok skilled players. I don't
see the problem with this,
it makes there be
a reward for being skilled vs the game just being
throw tons of people at
something and watch
it die
.
Bugs I know about that are a serious problem:
Poh:
1st.
The walls where you land are very thin. The one
wall that your back faces
when
looking out of the exit of the room is a death
trap. I've seen mobs names
and body's
sticking through it as they walk by or something.
Someone sitting near it
can
trigger the mob. When this happens they don't run
into the room. A few
teleport in
and a few others run in bring 10 to 12 mobs, 3 -4
clerics who complete heal.
NO SIZE GROUP
can handle those kinds of mobs, it's just a
slaughter because as soon as a
single
heal is thrown on a tank they all jump on the
cleric and kill in an
eyeblink. Even if I get
DA off in time the next time i throw a heal after
canceling DA I'm dead or
use my
second DA and then die when i heal next. I have
841 AC on my cleric too and
with
3 mobs on me i die before I even see the damage
messages.
2nd. Pathing is WAY bad. Almost anytime you pull
a pet owning mob you get a
HUGE
train. Most of the time it's because the pet is
across the zone running into
some wall
and when it's master is aggressed it aggresses
the whole zone running to
help it's
master out. Sometimes it's because the pet owner
has 5 pets unbeknowest to
you and some
are all over the zone and train you when the
master is pulled. Unfortunantly
due to game
mechanics you have to pull those mobs and hope to
kill it before the train
kills you.
All die then spend 1 hour doing resses and
meditating after res effects.
3rd. The fact your AI ignores vertical distances
is a nightmare. Whenever a
mob passes
under another mob on another floor it aggresses
it and due to pathing that
mob teleports
into the room after aggressing nearly the whole
zone. Killing us all we
spend another hour
ressing and waiting for res effects to fade and
regen mana. Seriously for
every 30 minutes
spent fighting we spend an hour ressing and
waiting on mana due to these
slaughter trains.
4th. FD changes. Due to FD changes we now have to
use a new tactic. Before
we had the monk
pull and FD then wait for some to wander off and
pop up and bring the
stragglers in. This worked
well and made things fun. Now we have to do the
following: The monk pulls
and FD's then waits
for a few mobs to wander off. Then the warrior
shoots the remaining mobs
with a arrow pulling them
while the monks stays FD the entire time, not
partaking in the fight. Then
when done the monk stands
up and waits for the impending train and FD's
again, warrior shoots rinse
and repeat. Then when no
more mobs come the monks has to QUIT out of the
game to clear aggression
list so he can be healed
and stuck monsters running into walls that are
aggressed and not there don't
suddenly teleport onto
the cleric with 10 buddies after they heal the
monk. This is majorly time
consuming and ruins the game
for the monk. It doesn't fix the breaking of
spawns up but I don't see why
you need that done anyway.
Due to game mechanics you can't have more than 24
people working together
because the LAG gives
me a FULL MINUTE recycle time on heals and the
shear number of mobs gang
banging the healer
when he heals kills him before you even see the
damage messages. 3-4 mobs is
the most PoF quality
mobs a good group can handle. 3 is doable without
deaths 4 is sometimes
depending on the mob
types.
PoF. I have no idea why CT's random death touch
was implemented. It might
make sense in some
role playing idea and it is entertaining in some
ways. But it seriously
ruins the fun of the game. Really
what fun is it to be sitting around and all of a
sudden be killed. Might as
well have a timer in the game
that instakills players at random for the hell of
it. Fun does not always
equal realism.
Solusek B:
Fire giants. The first 2 fire giants by the first
bridge use to be kill able
with just
those 2 and maybe one more. We charge the room to
avoid being sumnmoned
into the lava when they fall in there and all
fight there. Now we charge the
room and
those 3 attack and every single mob up to and
including king tranix comes. 7
firegiants
at once including king tranix is not doable by
the number of people that
lag permits.
We all die and come back and the fire giants are
ALL stuck running into the
walls.
I walked right by them all and into the throne
room with phantom images of
giants
running from thrown room all the way to the
bridge we died at without
getting attacked.
The guide online says she can't do anything with
GM approval when they were
SO obviously
bugged it wasn't funny. 2 hours later with no GM
help we had tell 25 people
we were canceling
nagafen. This was just after canceling PoF
because the zone was empty after
the reboot
of the server...
Lets talk about gods and dragons and such. What I
don't understand is why
these mobs have to put
out such enormous amounts of AE damage or have a
insta kill death touch.
It's not fun to be randomly
killed during battle because the mob decided to
use it's death touch on you.
Really would you like
to miss a glorious battle just because it decided
to insta kill you for no
reason? How about dragons
doing 800 damage AE spells all the time? even
with 200 cold/fire resist and
magic resist I still take
alot of damage. What this means is you just have
to have 2 clerics per
group. Also because of the length
of time to get tashan and malise in and the
ineffectiveness and
vulnerability of casters makes them
almost a liability. The sheer volume of healing
needed makes it a
requirement to kill the mobs FAST
without time to get tashan and then malise in on
the mob. This means lots of
tanks and lots of clerics
and to hell with every other class.
Now I understand why, it's the only way you think
you can make mobs hard for
20-30 people is AE type
spells. Have you ever thought about giving these
guys MASSIVE hps like 250k
or 500k and making
them hit slightly harder than PoF mobs and still
be vulnerable to magic and
not do AE damage like
they do? I and many others LOVE fighting for 15
minutes straight to do
something. It's a blast
to be fighting and fighting and worried about
efficiency of heals and having
the wizards nuke and
feel useful by contributing their 5k damage while
we clerics heal and tanks
fight. Nothing more that
I'd like than to fight a god with 500 thousand
hps that hits for 175 double
attack and doesn't AE blast
for 1000 damage or insta kill random people. A
long drawn out fight is TONS
of fun and letting everyone
participate equally is a great moral boost. Mana
efficiency and tactics and
balanced groups make
those fight doable rather than throw TONS of
tanks at the mob with tons of
clerics and hope to
kill it before it kills everyone.
We've done vox and nagafen alot. We know whats
required and it's still hard
because we are limited
by lag issues. Last time we fought nagafen we had
30 people. 24 of us went
linkdead with 5 seconds
of the start of the fight because of the sheer
volume of AE burned messages
etc. We still managed
to kill it though everyone died but like 3-6
people. God only knows how we
won, but that was the
must unfufilling fight I've ever won.
Anyway this is really long but it needs to be
said. To be honest the #1
problem with this game
is pathing. Fix all the pathing so things don't
randomly train, get stuck
and what have you and you'll
make all the zones alot more playable. I
seriously don't know how PoH got
out of inside testing
with the kinda of pathing problems it has. Pet
owners having multiple pets
is a BIG problem too
but it's mainly pathign that makes it so bad.
Let me say I'd love to do the dungeon crawl type
of exploration of a zone.
But due to AI limitations
(monsters seeing through walls and floors and
roofs) and downtime while
meditating it's not feasable.
It's just not possible to move around and fight
without suddenly having 10
to 20 things teleport from
other floors onto you and kill you. Fix the
pathing and AI and you'll
probably see ALOT more of this
vs the pull and kill method. None of us like
sitting in the same room all
the time waiting for a pull,
but it's really the only way to do things at this
point in time.
Zinf Crimshine
Rodcet Nife.
Sent via Deja.com http://www.deja.com/
Before you buy.
GM Traikis, the bastard that didn't replace our Vox loot - yet another
Verant asshole that shouldn't be allowed to touch an RPG with a 10 ft.
pole.
As for the complaints on high level life, ya it sucks. Might I suggest
you pick up a copy of Ultima 9 while we wait on Neverwinter Nights to
come out or UO2? Verant is hopeless, they have no clue what they poured
hours into making is going down the toilet.
I had a huge rant list too. I kept it up to date until I realised that
zi...@my-deja.com wrote:
--
Mills Lifestream
Lvl 50 Cleric - Rathe Server
http://www.everquester.com
-=[ Keeping an eye out for 'roleplaying' scum ]=-
-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
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I DO think Brad will read it, since it is EXACTLY the kind of feedback
Verant looks for.
However, the format of it is a bit brutal :) Great stuff, but presented
a bit too long winded. Might want to bullet it, and make it a bit
easier to read and go from point to point.
But still, thanks for the info and post.
* Sent from RemarQ http://www.remarq.com The Internet's Discussion Network *
The fastest and easiest way to search and participate in Usenet - Free!
In article <070dbf92...@usw-ex0101-004.remarq.com>,
And as for your K6-2 350, see my post concerning the 3DNOW
optimizations. You are playing with the equivalent of a PII-266 or
so, since the glide dll's in EQ are not optimized for Voodoo2/3DNOW.
As for your cable modem, I doubt that's a factor at all. Most all
bandwidth problems are server side/CerfNET side, and them limiting
transmission rates to 28.8K is not going to be improved even with a
56K modem (let alone cable/DSL).
Finally, as to your post about skill - this game takes no skill - it
takes strategy. Two totally different things. As an example, the
fact that with my keyboard/mouse movement skill, I can jump over a MOB
and instantly strafe to face him, gives me NIL advantage in the fight
- in fact it probably causes me to break my attack and lose some time,
while the MoB never lost sight of me at all. Please, all of you get
that straight - it is not skill, it is at most strategy that defines a
'good' player in EQ.
On Tue, 30 Nov 1999 07:39:48 -0800, Lyion
Timing, precision, and interplayer coordination is required at the high
levels. Player trust and watching each others backs is required.
Strategy only gets you so far. Skill determines if your strategy
works or not.
Skill is not always fast reflexes, It's a keen mind adapting to
specific situations effectively and doing the correct things
at the correct moments.
Skill is VERY prevalent in this game. From my experience those who deny
that are very unskilled and have yet to play in a skilled group before.
>GM Traikis, the bastard that didn't replace our Vox loot - yet another
>Verant asshole that shouldn't be allowed to touch an RPG with a 10 ft.
>pole.
>
>As for the complaints on high level life, ya it sucks. Might I suggest
>you pick up a copy of Ultima 9 while we wait on Neverwinter Nights to
>come out or UO2? Verant is hopeless, they have no clue what they poured
>hours into making is going down the toilet.
>
>I had a huge rant list too. I kept it up to date until I realised that
>zi...@my-deja.com wrote:
<snip>
Until you realized *WHAT* - don't leave me (us) hanging :)
> Zinf Crimshine
> Rodcet Nife.
>
> Sent via Deja.com http://www.deja.com/
> Before you buy.
--
----------------------
"If you loved me..."
ICQ 27745391
http://wwp.icq.com/27745391
http://www.redirect.to/il128 It sucks. No really, it sucks.
Whuz wrote:
> On Tue, 30 Nov 1999 01:19:54 -0500, Brandon Mills <bmi...@citynet.net>
> wrote:
>
> >GM Traikis, the bastard that didn't replace our Vox loot - yet another
> >Verant asshole that shouldn't be allowed to touch an RPG with a 10 ft.
> >pole.
> >
> >As for the complaints on high level life, ya it sucks. Might I suggest
> >you pick up a copy of Ultima 9 while we wait on Neverwinter Nights to
> >come out or UO2? Verant is hopeless, they have no clue what they poured
> >hours into making is going down the toilet.
> >
> >I had a huge rant list too. I kept it up to date until I realised that
> >zi...@my-deja.com wrote:
>
> <snip>
>
> Until you realized *WHAT* - don't leave me (us) hanging :)
Doh! Thanks =p got cut off I guess. Until I realised that Verant had no
intention of fixing some of these bugs. That they are now out for the money
and EQ is in more of a maintenance phase than development.
And given that your/teammates/MoBs healthbars update so slowly (never
understood this - the text tells me how many HP damage I've done, yet
the red bar updates seconds later), you can't even attempt to use
skills - it's all strategy (hit heal button after X amount of time).
The game has nothing at all to do with skill - sitting and
camping/medding in 1 place waiting for spawns is no skill - it's a
strategy you should use to get rewarded in this game.
Spell selections for melee/other uses are not skills, they are
strategies. Please don't try to fool me with this skill argument -
Quake is a skill game, EQ is a strategy game.
PoF and dragon tactics have been posted many times and most people know
about those tactics. Yet not every server can do dragons successfully
on a regular basis and very few servers can do PoF without massive
deaths. Strategy is tactics, but skill is the application of those
tactics. The succussfull servers and players are those who have skill,
and the semi-successful servers and players are those with good tactics
but not alot of skill.
Combat engine in EQ is FAR from predictable. Health bars don't drop at
the same rate, and vary alot while dropping. Timing is the most
important thing. You can't just hit heal bar every so often because in
some situatiosn the tank will die and others you'll waste mana.
Skill is the application of tactics and EQ is a very skillful game.
Quake is only different in that it requires fast reflexes and a quick
reacting mind. EQ takes a fast reacting mind and even more complex
judgment calls, but not fast reflexes for the most part.
I've got 24 hotkeys I use consistantly. Not including f1-f6. During big
battles my fingers fly checking health bars, selecting which heal
spells to cast so I heal this person either efficiently or just enough
to keep him alive so i can heal someone else who's dropping. Tanks are
beating on the main target keeping an eye on others and positioning of
other mobs so they can pull targets away from enthralled mobs so AE
spells don't break it. Also being ready to taunt mobs off casters and
others when they frenzy on them.
Lot's and lots of skill is involved in this game. It's quite obvious
skill is a major factor when you start doing dragons and planes.
In the beginning of PoF it took us 4-5 hours to do a PoF breakin and
had about 10 to 20 deaths total from all 20 people involved using the
same strategies we use now. Now we can do breakins in 1-2 hours
sometimes with as few as 1-3 deaths totals. It's skill that enables
that.
In article <38459b2c...@news.dsl-only.net>,
>Here is some email I sent to Brad McQuaid. The
>game while all the zones are doable and have been
>done lots of times are FAR from perfect. Once you
>reach level 46+ the game turns from good balanced
>parties playing to accomplishing a goal to 18 +
>people workign together and KNOWING how to avoid
>all the bugs in the zones that cause you to be
>insta killed due to 12+ level 52+ mobs coming and
>kill you all before you blink.
Exactly.
>I started out talking about the server resets
>which remove all special spawns from the planes
>until the server has been up for 10+ days. Which
>in the past 60 days has only happened 1 or 2
>times. Meaning these mobs have almost never
>spawned naturally. When you read about a God or
>dracoliche being killed on the planes is because
>that server had a GM pop that zone for them after
>a reset. Which GM Traikis has repeatedly refused
>to do on our server. Meaning we never get to see
>those special mobs anymore.
>
Believe it or not, we like server resets because it allows us to go
into pof and set up before they pop the zone, which means a lot less
death trying to break in.
>
>Game mechanic issues:
>Poh:
>1st.
>The walls where you land are very thin. The one wall that your back faces when looking
>out of the exit of the room is a death
>trap. I've seen mobs names and body's sticking through it as they walk by or something.
>Someone sitting near it can trigger the mob. When this happens they don't run
>into the room. A few teleport in and a few others run in bring 10 to 12 mobs, 3 -4
>clerics who complete heal.
>NO SIZE GROUP can handle those kinds of mobs, it's just a
>slaughter
For this reason, we've found other places in poh to set up camp.
Also, everyone knows or is told right away when entering which walls
not to stand next to. Its part of learning the rules of fighting
there.
>2nd. Pathing is WAY bad. Almost anytime you pull
>a pet owning mob you get a HUGE
>train. Most of the time it's because the pet is
>across the zone running into some wall
>and when it's master is aggressed it aggresses
>the whole zone running to help it's
>master out. Sometimes it's because the pet owner
>has 5 pets unbeknowest to you and some
>are all over the zone and train you when the
>master is pulled. Unfortunantly due to game
>mechanics you have to pull those mobs and hope to
>kill it before the train kills you.
>All die then spend 1 hour doing resses and
>meditating after res effects.
The pets in poh are bugged like this and the pathing is way bad. We
don't pull mobs with pets until we have a little breathing room. When
we do pull mobs with pets, we kill the pets straight away. Since the
first few times we were there, we learned the rules of poh and this
doesn't happen much anymore.
>
>3rd. The fact your AI ignores vertical distances
>is a nightmare. Whenever a mob passes
>under another mob on another floor it aggresses
>it and due to pathing that mob teleports
>into the room after aggressing nearly the whole
>zone. Killing us all we spend another hour
>ressing and waiting for res effects to fade and
>regen mana. Seriously for every 30 minutes
>spent fighting we spend an hour ressing and
>waiting on mana due to these slaughter trains.
This is a serious problem. However we have never had this problem in
poh. We know the zone and the spawns. We don't use AE spells, etc.
This is insane. Using 2 monks pulling in conjunction with each other
you don't have to pull like this. If you are not using dual monk
pulling, then you might as well have a warrior pull because they have
more hp.
>
>PoF. I have no idea why CT's random death touch
>was implemented. It might make sense in some
>role playing idea and it is entertaining in some
>ways. But it seriously ruins the fun of the game. Really
>what fun is it to be sitting around and all of a
>sudden be killed. Might as well have a timer in the game
>that instakills players at random for the hell of
>it. Fun does not always equal realism.
I believe that CT should be very hard to kill. Since you know what he
was like in the beginning you know what kind of farming went on. It
should be a major major event to try and kill a god.
Besides, he doesn't DT you unless you are attacking him. If you are
attacking a god, expect to have an instakill timer ticking.
>
>Solusek B:
>Fire giants. The first 2 fire giants by the first bridge use to be kill able
>with just those 2 and maybe one more. We charge the room to
>avoid being sumnmoned into the lava when they fall in there and all
>fight there. Now we charge the room and
>those 3 attack and every single mob up to and
>including king tranix comes. 7 firegiants
>at once including king tranix is not doable by
>the number of people that lag permits.
>We all die and come back and the fire giants are
>ALL stuck running into the walls.
>I walked right by them all and into the throne
>room with phantom images of giants
>running from thrown room all the way to the
>bridge we died at without getting attacked.
>The guide online says she can't do anything with
>GM approval when they were SO obviously
>bugged it wasn't funny. 2 hours later with no GM
>help we had tell 25 people we were canceling
>nagafen. This was just after canceling PoF
>because the zone was empty after the reboot
>of the server...
If you have a monk he/she can reset the fg spawn. The 2 in the first
room DO NOT bring tranix. All the other fgs are linked through tranix
and its been that way for 1 1/2 months. With a monk you can do fgs.
They take much longer to do now.
>
>Lets talk about gods and dragons and such. What I
>don't understand is why these mobs have to put
>out such enormous amounts of AE damage or have a
>insta kill death touch. It's not fun to be randomly
>killed during battle because the mob decided to
>use it's death touch on you. Really would you like
>to miss a glorious battle just because it decided
>to insta kill you for no reason? How about dragons
>doing 800 damage AE spells all the time? even
>with 200 cold/fire resist and magic resist I still take
>alot of damage. What this means is you just have
>to have 2 clerics per group. Also because of the length
>of time to get tashan and malise in and the
>ineffectiveness and vulnerability of casters makes them
>almost a liability. The sheer volume of healing
>needed makes it a requirement to kill the mobs FAST
>without time to get tashan and then malise in on
>the mob. This means lots of tanks and lots of clerics
>and to hell with every other class.
With about 130 fr I take about 15 pts of damage from the AE effect
each blast. Yes, you need tons of tanks but not for this reason.
Properly prepared, the AE shouldn't even be a worry. If your guild
doesn't do a cr and fr equipment check before each dragon run, you
guys will have problems, since you don't know who is not properly
equipped. I flat out disagree with you about the DT as previously
mentioned.
snip rant
>We've done vox and nagafen alot. We know whats
>required and it's still hard because we are limited
>by lag issues. Last time we fought nagafen we had
>30 people. 24 of us went linkdead with 5 seconds
>of the start of the fight because of the sheer
>volume of AE burned messages etc. We still managed
>to kill it though everyone died but like 3-6
>people. God only knows how we won, but that was the
>must unfufilling fight I've ever won.
>
Nobody should have to die more than once. Dragons taken should be
done in one or two waves. I imagine it was pretty unfulfilling. I
hope people were getting lvl 50 rezzes. We use a staggered charge
where the primary concern is lag control. The casters walk in
backwards burn and run back out. The healers DO NOT use AE heal but
rather complete heal because AE heal causes more lag. They look into
the walls when doing this. Its crazy. I know its crazy. Verant
never planned for casters walking into battle fucking backwards and
clerics staring into the fucking wall. But its effective in
preventing ld. That's primary concern and I can't wait around for
Verant to make the changes they need to about this.
As people get to 50 and get into the guilds doing these hunts, they
will develop strategies for being successful, or they will die. Well,
they'll die anyway, but the quality of the guild is measured by the
success of their strategies, and now much exp you lose (the less, the
better the guild).
dre <to...@mediaone.net> wrote in message
news:3846cb9...@news.se.mediaone.net...
<snip>
> >PoF. I have no idea why CT's random death touch
> >was implemented. It might make sense in some
> >role playing idea and it is entertaining in some
> >ways. But it seriously ruins the fun of the game. Really
> >what fun is it to be sitting around and all of a
> >sudden be killed. Might as well have a timer in the game
> >that instakills players at random for the hell of
> >it. Fun does not always equal realism.
>
> I believe that CT should be very hard to kill. Since you know what he
> was like in the beginning you know what kind of farming went on. It
> should be a major major event to try and kill a god.
> Besides, he doesn't DT you unless you are attacking him. If you are
> attacking a god, expect to have an instakill timer ticking.
Hah! If only that were true. Example, puller goes out and grabs a mob,
but do to the screwy pathing, something manages to path around weirdly
and the entire zone ends up agro on puller. Healer in the puller's group
heals him, then I cast clarity on the healer. All this while sitting in the
south west corner of the zone, and cazic is over in the north east.
During the fight, the healer got DT'd, and before we could finish the fight
so we could camp, I was 2nd to be DT'd... dont tell me you have to be
attacking CT to get DT'd...i sure as hell wasnt when he yelled out my name.
Raloon
50th enchanter
Innoruuk
Maybe next time you won't quote 350+ lines from a previous article?
European netprices are ridiculous...
Drorgin Steingrinder, Paladin of Brell Serillis.
"Ye know, them highelves have no sense of practicality. Look at her over
there. Itæ„€ pouring like mad, and she's just standing there in a flowing
black robe. Here lass! Come in outta the rain. Ye'll ruin yer fancy dress
fer sure!"
We don't like doing this. We find break in fun and challenging. We
always do break in if it's needed when we want to go and when the zone
is clear we wait for a full repop before we go again. We like the
challenge of it.
>
> For this reason, we've found other places in poh to set up camp.
> Also, everyone knows or is told right away when entering which walls
> not to stand next to. Its part of learning the rules of fighting
> there.
Yep but We've had stuff train us the moment after gating in. Also it
was recently upgraded and is MUCH worse than it was before. But yea we
aren't pro's at PoH like we are at PoF, so we still need to learn some
about it.
> This is insane. Using 2 monks pulling in conjunction with each other
> you don't have to pull like this. If you are not using dual monk
> pulling, then you might as well have a warrior pull because they have
> more hp.
Can you elaborate? We currently use a monk to break it and a warrior to
pull the ones we want off of the monk to fight. Not sure what good 2
monks would do except now you'd have to have 2 monks stay FD during
fight.
> I believe that CT should be very hard to kill. Since you know what he
> was like in the beginning you know what kind of farming went on. It
> should be a major major event to try and kill a god.
> Besides, he doesn't DT you unless you are attacking him. If you are
> attacking a god, expect to have an instakill timer ticking.
He aggresses himself and entire zone about every hour. Once a DT comes
across the zone he DT's 1 person every 30 seconds until everyone has
left the zone or is dead. This resets timer. CT in my opinion is a
treasure chest to loot once you've put in the time and effort to clear
the zone. He's nothing more than a big cool mob to fight at the end of
a long hard series of fights. But yea he is easy IF you can clear the
zone. You'd be suprised how many people can't do that or even get
dracoliche dead. Killing entire zone is part of doing CT so I don't see
a problem with him personally.
> If you have a monk he/she can reset the fg spawn. The 2 in the first
> room DO NOT bring tranix. All the other fgs are linked through tranix
> and its been that way for 1 1/2 months. With a monk you can do fgs.
> They take much longer to do now.
I've done fire giants over 20 times. Until recently what you said is
true. That's why i was saying they are bugged now. Fighting the first 2
fighting giants on our server PULLS EVERYTHING including tranix and
warlord skarlon. Happened both tuesday and thursday and we even had a
guide reset them before we went in AND watch. They are definently
bugged beyond a shadow of a doubt. We've managed to kill all the FG's
at once but it was a hell of a fight and damn costly.
> With about 130 fr I take about 15 pts of damage from the AE effect
> each blast. Yes, you need tons of tanks but not for this reason.
> Properly prepared, the AE shouldn't even be a worry. If your guild
> doesn't do a cr and fr equipment check before each dragon run, you
> guys will have problems, since you don't know who is not properly
> equipped. I flat out disagree with you about the DT as previously
> mentioned.
I and many others have 180+ resist fire AND ice when we do them. And I
take 150 to 300 damage minimum from the ice blast. 130 fire resist is
useless, you need at least 180+ for vox and 200+ for nagafen or your
going to go through AE heals FAST.
I usually have 193 ice and 200+ magic resist for vox. I still take a
tremendous amount of AE damage from vox. I'm the cleric and I have a
REAL good idea how much damage we are taking, and no way in hell you
are takign 15 damage with only 130 fire resist.
> Nobody should have to die more than once. Dragons taken should be
> done in one or two waves. I imagine it was pretty unfulfilling. I
> hope people were getting lvl 50 rezzes. We use a staggered charge
> where the primary concern is lag control. The casters walk in
> backwards burn and run back out. The healers DO NOT use AE heal but
> rather complete heal because AE heal causes more lag. They look into
> the walls when doing this. Its crazy. I know its crazy. Verant
> never planned for casters walking into battle fucking backwards and
> clerics staring into the fucking wall. But its effective in
> preventing ld. That's primary concern and I can't wait around for
> Verant to make the changes they need to about this.
We don't do dragons in waves EVER. What I said is because 20+ people
out of 30 go linkdead at start of fight most of them die because
clerics can't heal even if they are there because of LD and lag.
Somehow with only 10 active people and 20 linkdead we still manage to
kill him in ONE wave. Waves are lame, and in fact are not possible
anymore because big mobs like that complete heal when aggression is
cleared.
We do same staggered attack like you do, doesn't fix lag enough though
to be honest. Complete heal is not possible when you have 1 cleric 1
druid and 3 tanks 1 bard and everyone at half health from the AE
damage. Either your server is bugged or your are totally understating
the damage you take from AE. Because most of us have 180+ fire resist
and we take lots of damage from the AE spells.
We are short clerics on our server so usually do dragons with only 3 or
4 total clerics. So yea the AE damage is a major factor for us because
cleric mana is at a severe shortage.
>
> As people get to 50 and get into the guilds doing these hunts, they
> will develop strategies for being successful, or they will die. Well,
> they'll die anyway, but the quality of the guild is measured by the
> success of their strategies, and now much exp you lose (the less, the
> better the guild).
Except for the first vox and first nagafen we have NEVER failed to kill
each dragon in 1 wave. We did 4 dragons 2 dracolichs and CT last week
alone and only failed on dracolich because it was an accidental pull
with 4 mobs and we stuck around to try 8). Almost had him dead too but
starting the fight with clerics at half mana and having 4 additional
mobs with him just wasn't the best idea 8). After recovering rebuffing
and medding we killed him and another mob with him with 0 deaths except
for CT death touch deaths.
Anyway PoH is bugged out the arse. No way in hell I can see anyone not
agreeing with that. FG's are bugged on our server at least or some
dumbass bugs them every week after reset before we get there, which is
possible. PoF is pretty cool and I've grown to like CT's across the
zone death touch after this week. It's just too much fun laughing at
your friends when they get DT'd out of the blue, even though sunday I
got DT'd 6 times... hahhaa.
Sure, EQ takes strategy, but I've seen plenty of idiots get themselves
killed because they did not have the skill to use the right strategies
at the right time.
Sure, the game is not perfect, no game is, but so far it is the best
implementation of a Mud (graphical or otherwise) that I have seen in a
long time. This is one of the few RPGs that has held my attention as
well as some of the older text based RPGs. EQ also has the most
diverse fantasy world I have seen in a long time.
Oh, and might I suggest an ergonomic keyboard if you do not have one.
I used to have all sorts of trouble hitting the wrong keys and thereby
misspelling things till I got one (just a friendly suggestion, not in
any way meant as an insult). There's also the fact that it helped
ease the pain in my wrists tremendously. Oh, and another benefit is
that they are very helpful in games like Quake and Half-life. For
some reason, the shape just feels like it was intended for gaming.
On Wed, 01 Dec 1999 03:56:25 GMT, wh...@dsl-only.net (Whuz) wrote:
>What you describe below is still strategy - it takes no skill to 'time
>a mouse click' or some other such mundance simpleton task.
>
Paul Smith
pa...@treedcat.com
(please use this e-mail addy if replying by e-mail)
EQ characters on Prexus:
Grebleth (Troll Warrior)
Dindledo (Halfling Druid)