25 aggro limit

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bodom
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25 aggro limit

Post#1 » Mon Mar 07, 2011 10:02 pm

maybe this could be removed from instances, ldon's specifically. the reasoning is if i crash a zone that only me and my party can be in, i haven't affected anyone else. plus now it takes 4 times as long to do a slaughter ldon.

another thing that might be considered is the arch mage event in pofire. i'm fairly certain he spawns over 25 adds in that fight. i could be wrong, i've never counted, but i know there are a lot of adds.
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Brontu
Posts: 757

Re: 25 aggro limit

Post#2 » Mon Mar 07, 2011 10:05 pm

o Arch Mage Yozanni's script reworked. More entertaining and won't trigger the anti train code anymore.


thats from the update a few days ago.

i would like to see it removed from instances myself but after talking wtih mikuz seems like its gonna stay a general serverwide issue 8(.
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Lillu
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Re: 25 aggro limit

Post#3 » Mon Mar 07, 2011 10:06 pm

Yep, please keep reading the server updates or at least search the forum before posting. AM script was fixed long ago for this particular reason.

About the agro limit. It's already been explained that it's for server stability. If you crash a zone, it might not affect anyone else but you..AND the server itself, resulting in lag, instability and malfunctioning.

bodom
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Re: 25 aggro limit

Post#4 » Mon Mar 07, 2011 10:08 pm

well i'm sure they know what they're doing, although i have no clue what the benefit is. personally i've pulled 60+ mobs in slaughter type ldons and never had a single crash. come to think of it, i've done the same in FG and PoV and never had a single crash there either.
I miss old EQ more than I miss my old girlfriends BJ's

bodom
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Re: 25 aggro limit

Post#5 » Mon Mar 07, 2011 10:09 pm

yeah i could see how crashing a zone several times could affect the whole server, i've just never witnessed a zone crash. and i've pulled some pretty big trains
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kaelee
Posts: 68

Re: 25 aggro limit

Post#6 » Fri Mar 11, 2011 5:17 pm

Arch Mage is Broken now.. he goes invul when first adds pop and then stays invul when they are killed. he only then takes dmg from DS and pets. after what seemed like forever with pet doing all the work, second set spawned. We killed those he still stayed invul.
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Mikuz
Posts: 236

Re: 25 aggro limit

Post#7 » Fri Mar 11, 2011 6:30 pm

Fixed, I forgot to change it to the new diviners ID's specifically for the event so other trash diviners in the zone could not trigger his invul, should work as intended now.

Thenrin
Posts: 142

Re: 25 aggro limit

Post#8 » Sat Mar 12, 2011 11:31 am

Thank you SO much for the warning messages!!!
I know that some times I will go over, but at least it won't be a big surprise now, and I can effectively manage the number of mobs
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Grey
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Re: 25 aggro limit

Post#9 » Sat Mar 12, 2011 11:42 am

Its pretty helpful since most zones got a pathing face lift awhile back.
I was messing around in seb and agro chained almost the whole top part of sebilis onto me down in the crypt.
The warning was nice, let me know when I had to push some dps to keep from being expelled from the zone.

Muck
Posts: 4

Re: 25 aggro limit

Post#10 » Sat Mar 12, 2011 1:29 pm

If this was implemented for server stability, I can't wait to see a change in server stability. Crashing on atleast 4/6 boxes each time I zone, if I had changed clients I could see this being related, however I didn't. I finally got tired of logging my boxes back in, thinking it would help but now I can zone twice, three times if I am lucky without crashing and this is with just 1 window open.

I understand the reasoning behind the aggro limit, it sucks but if it is hurting the server it's understandable. It's also understandable why everyone is against it though, for obvious reasons. If the server became less laggy and resulted in fewer crashes I would think people would have no problem sacrificing 15 more minutes per ldon. I just don't see any difference, yet..

I would generally let it go without commenting but the constant crashes are beyond frusterating.

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