Even if it worked "perfectly" it's still a terrible solution that wouldn't even solve the problem. The people that dominate spawns will still do it, just slightly differently.
If they want to stop the bitching then tweaking more epic bottlenecks and increasing spawn times would be much simpler and actually address the problem directly.
Anyone on test having that choppy lag that the video has too?
We need a server event where Darkpaw pits you against some other "EQ celebrity". Then the server lets everyone else vote on the winner of a race to 50. If you picked the right person, you get a 4 hour 100% xp potion or something.Bruh if you think I am boxing Elaida to 50 you are crazy
Yikes. If you don't mind me asking, how beefy is your EQ rig? This choppy lag scares me. Makes me feel like I'm on a boat or something.Yeah and I had the UI flicker as well. I found it incredibly annoying.
I didn't know that if your puller dropped group the mob would only remain locked to him and the group would be fucked. I know the plan is to have shit soft unlock if it is attacking you but we've got a couple examples now of that just not working. Breaking a lock with heals looked super, super easy. You can imagine on any raid target you just have your clerics heal their tank and it's right back to race. The first time a raid gets fucked out of something they engaged first from this it's going to feel really bad. Kiting a quest mob or a boss or something? Better block every single beneficial spell in the game ahead of time.
Trying to thread the needle here on not allowing people to attack a thing but also letting them defend themselves is such a mess.
Yikes. If you don't mind me asking, how beefy is your EQ rig? This choppy lag scares me. Makes me feel like I'm on a boat or something.
The choppiness in that video bugs me more than FTE (If it worked) does by a large margin.I've got a GTX 1080, solid state drive, Intel i7-6700K CPU. It's more than plenty for the job at hand.
The choppiness in that video bugs me more than FTE (If it worked) does by a large margin.
Oh. I never play there, so had no idea. Thanks.
Gotta be pretty dismal to push to fix this out when the playerbase hates the concept of it even with a perfect implementation. Just watching the video Jasper posted of mobs locking and being inaccessible to other players is personally revolting.According to devs, there are two 'features' that are not working on Test atm:
1) When a mob spawns it is immune to interaction for a certain amount of time. I think this is to counter MQ2 targeting and clicky spam. As it stands right now, a group of random people standing around can dps race the mob down before the tick that sets the FTE status, meaning it's a pure DPS race. Who knows how that will behave once their 'protection' goes live. Also, I want to know what kind of other scripts will break down the line with that fundamental spawn change (for example, bees in sky, etc).
2) If a mob attacks you, you will have the ability to respond to the mob. This means if a mob attacks you, the encounter will break and the mob will become FFA which means it's just a DPS race. Right now this seems to only be applying at certain times and is ignoring certain things in the calculation. In general, it seems like the 'checks' for breaking an encounter are not firing as often as they should. For example, runing and sitting next to a target on pull will break the encounter 100% of the time. If you are able to peel mobs onto someone but remain out of melee range, the mob will still attack someone lower on the hate list than you, and since they're lower, it will not break the encounter and they are stuck tanking an invincible mob.
Either way, FTE is extremely simple to break and results in mobs just being DPS races. If there was any OW competition on this server, I would imagine that every contested target would be broken way before 50% in almost every case just due to all the ways to break encounter locking (read "protection against invincible mobs").
Even if it has a moment of interaction immunity on spawn, the MQ2 script will still tag it faster than a human the moment it is available to be FTE'd. A human will never beat a bot to tag the mob.According to devs, there are two 'features' that are not working on Test atm:
1) When a mob spawns it is immune to interaction for a certain amount of time. I think this is to counter MQ2 targeting and clicky spam. As it stands right now, a group of random people standing around can dps race the mob down before the tick that sets the FTE status, meaning it's a pure DPS race. Who knows how that will behave once their 'protection' goes live. Also, I want to know what kind of other scripts will break down the line with that fundamental spawn change (for example, bees in sky, etc).
2) If a mob attacks you, you will have the ability to respond to the mob. This means if a mob attacks you, the encounter will break and the mob will become FFA which means it's just a DPS race. Right now this seems to only be applying at certain times and is ignoring certain things in the calculation. In general, it seems like the 'checks' for breaking an encounter are not firing as often as they should. For example, runing and sitting next to a target on pull will break the encounter 100% of the time. If you are able to peel mobs onto someone but remain out of melee range, the mob will still attack someone lower on the hate list than you, and since they're lower, it will not break the encounter and they are stuck tanking an invincible mob.
Either way, FTE is extremely simple to break and results in mobs just being DPS races. If there was any OW competition on this server, I would imagine that every contested target would be broken way before 50% in almost every case just due to all the ways to break encounter locking (read "protection against invincible mobs").