CoH needed in a few zones

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Veritas
Posts: 9

CoH needed in a few zones

Post#1 » Sun Apr 09, 2023 4:03 pm

:D I love the server and enjoy multi boxing a few chats at a time but I don’t like using MQ2. I like to play the chars manual. There are a few zones limit CoH and penalize those not using boxing software. I really enjoy tower of solesek too, but you can’t CoH there, and it’s not friendly to auto follow with all the stairs and ports. I would spend more time there getting Aas and gearing alts if CoH was enabled.
Wall of slaughter is another one, I think it’s a great zone and the pet quest is great. But no CoH makes it less fun u less your solsoing it or using boxing software.
Then also I recently finally cleared DSK1 and got into DSK2, and that is a hard zone to navigate when your boxing 3-4 chars without boxing software.
Is it possible to enable CoH in those zones please!

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Lillu
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Re: CoH needed in a few zones

Post#2 » Sun Apr 09, 2023 6:51 pm

In my mind, some zones should be harder than others to move around in. WoS is an open zone, kinda easy to navigate around. Is it really a drawback to go there to exp because of the lack of ability to CoH around?
Also, why does boxing software different to move around than using /follow? I mean warping is prohibited as per the server rules so that can't be a base for comparison.. :P

We are open to remove CoH in some zones of course so if others also feel the need to it, we can revisit the topic. I personally think that not being able to CoH in a zone always made me feel more engaged with it, rather than just being able to move around without any restriction. :)

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Enrikk
Posts: 389

Re: CoH needed in a few zones

Post#3 » Sun Apr 09, 2023 8:14 pm

On the one hand, I agree completely! I mean, how I wouldn't love to just run to Xeru, coh my kill team in, kill him, and port away. :D

Yet, EQ was always about learning to do each zone as it came at you, and this is retained, in the balance of CoH-abled zones versus those that aren't.

Even with using boxing software I still hit the non-coh zones like I did on live: I go clear a section by pulling the mobs back, and then I carefully, and casually, move forward to the next pull spot. It's good to stay effective at the things that make grouping successful, while also having the ability to make it easier in some zones.

I always do Sol Ro and DSK 2 by pulling, and they are fun zones for that! Especially when I forget that some mobs summon... :twisted: A good death or two, now and then, makes it fun!

So, while the mechanical, "run in, coh, kill, port out" task master in me agrees with you whole-heartedly, the original EQ player in me, the one that fell in love with the game, loves it just the way it is. That balance is hard to maintain, but so necessary to keep it challenging, and fun.

If it were up to a vote, I'd vote to keep that balance.
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Veritas
Posts: 9

Re: CoH needed in a few zones

Post#4 » Sun Apr 09, 2023 9:08 pm

The main issue I run into, and mainly I only experience this is how autofollow bugs out and my characters start running in a large circle around the one I commanded to follow. When I see people using MQ2 their characters follow them perfectly, I never see the same issue. Maybe this is my PC or something else I am missing. I almost never use auto-follow because of that.

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Enrikk
Posts: 389

Re: CoH needed in a few zones

Post#5 » Sun Apr 09, 2023 9:44 pm

:lol: um, I will agree that the /stick command is powerful, but, I've also run off cliffs and had very interesting results with it. Everything being equal, I either COH, or I clear and move up. Autofollow IS bad, but it's good enough for cleared spaces.

I used to box 6-10 on live without third-party software, so I understand the fear of an autofollow glitch, especially in tight spaces, but with some changes in how you do things it's doable.

Of course, these are just my opinions.

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mrhorrn
Posts: 295

Re: CoH needed in a few zones

Post#6 » Mon Apr 10, 2023 12:18 am

If you use the /facefast command before your /follow command, your chars will spin to look at you before they follow. I use this alot when my guys get stuck running in the wrong direction.
I'm not sure if it's an MQ2 thing though

As for COH, im happy to not have it in raid zones like Sol Ro because it's part of the experience of the raid.

Places like WoS though.. it's just a quest zone, im not even sure it counts as an exp zone.. so i see no harm in having CoH there. Of course, it's so open, it's no real issue just to run it..
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Adonhiram
Posts: 94

Re: CoH needed in a few zones

Post#7 » Mon Apr 10, 2023 3:34 am

I think the truth lays somewhere in between.

CoH disabled zones started on live during the Luclin area to prevent people from bypassing game mechanisms : the Emperor's Chamber which requires to have done the Ring of the Shissar quest, The Lord Seru Arx sanctuary, the Deep where you had to find (without falling) the invisible bridge, or zone "inner frontiers" as in Plane of Fire (normal area/raid area past Guardian of Doomfire) and so on... The only zone where it didn't make sense was Acrylia caverns which was clearly a message from the devs who didn't like their own creation, the CoH spell, when they saw entire raids in Kunark/Velious summoned to Trakanon or to AoW fight spot and guilds multiplying mage bots to be quicker in summoning their raid as the competing guilds - the Gods got pissed and their wrath fell on Acrylia Caverns where using the CoH spell summons a level 58 grimling with huge hps and high dps :shock:

In the case of the Tower of Solusek Ro, coh was disabled to prevent players from skipping the access quest to minibosses and to the Prince's Chamber itself. This way, a raidparty needed every member to be keyed and not just a small team with a mage cohing everyone past the clickable pots.

But SolRo is a xp zone too, or has become on live, and on THF. I would like to remind that CoH can be partially disabled, it doesn't need to be completely inefffective in the whole zone. As it was the case for Plane of Fire for example before they changed it years after the original release of PoP (before, you could coh only to Tables in C2, not beyond). Regarding Sol Ro, CoH could be enabled till the clickable pots and not beyond. That way an xp party can move around or summon lost characters due to the /fol issue without bypassing the intended content which is to be keyed for the mini wings and for the Prince's Chamber.

I think emu code shouldn't be an issue, as it was this way in EQ"s early expansions. Disable coh in sections of zones justified by game content or mechanisms (keys, flags, some dangerous thing you WANT the players to deal with when going from spot A to spot B), but don't disable it in the "normal" sections of the zone, that would be my suggestion.

As for WoS, I am curious, why is coh disabled in WoS on THF ? As far as I remember, it was not on live when OoW was released, but I might be wrong. Is it just a random decision or was there a logic behind the scene ?
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Lillu
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Re: CoH needed in a few zones

Post#8 » Mon Apr 10, 2023 10:46 am

mrhorrn wrote:As for COH, im happy to not have it in raid zones like Sol Ro because it's part of the experience of the raid.

Places like WoS though.. it's just a quest zone, im not even sure it counts as an exp zone.. so i see no harm in having CoH there. Of course, it's so open, it's no real issue just to run it..


There are very good points here, this is how I think about these zones. WoS is an open adventure zone so CoH can be enabled if it's an important QoL change. It was more necessary to restrict it in the past when the zone opened up and there were a bigger influx of players there. Also I think it was implemented mainly to keep questing and progressing at a natural pace (CoH is just a shortcut most of the time, not really a requirement..).

I can also understand Veritas' point because myself had the same issue boxing back in the days (the running in circle characters), but enabling CoH is really just a workaround and it has a lot other impact on a given zone than 'fixing' the /follow issue.

vinem
Posts: 147

Re: CoH needed in a few zones

Post#9 » Mon Apr 10, 2023 9:12 pm

My issue is the knock back from Xeru, sometimes my guys get stuck in some weird random place and I have to wait for /rewind to work. I thought about asking about coh in that zone but maybe we can fix /rewind.

shannix
Posts: 275

Re: CoH needed in a few zones

Post#10 » Wed Apr 12, 2023 12:42 am

group coth would cancel xeru event...

xeru is about positioning it always been

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