Remove the 25 Mob pull limit?

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Poll: 25 Mob pull limit, Removed or no?

Poll ended at Wed Jun 27, 2012 7:35 pm

Yes please remove the 25 mob pull limit!
18
39%
No, I like it how it is.
20
43%
Yes, but make it more mobs 35+ or so.
8
17%
Total votes: 46

Tyhanna
Posts: 68

Re: Remove the 25 Mob pull limit?

Post#21 » Sun Jun 24, 2012 4:23 am

The 25 mob limit can be a real pain in zones like FG, where you agro from the plants and your not killing them, so you think you are keeping under the 25 but really your not cause they count on the agro amount list, so by the time you get to the back of the zone you could only beable to pull no more the 10 and get ported. And to kill all the plants along the way is just a waste of time if you dont need them.

Im not sure removing this rule would make bad players, people need to learn how to not cause problems when pulling.
Tantianne <Nibelung Valesti> Forever healing Blique

User avatar
Grey
Posts: 1101

Re: Remove the 25 Mob pull limit?

Post#22 » Sun Jun 24, 2012 5:15 am

People should understand how much work the staff had to / have to put in for some of the changes we have enjoyed.
Back when the EMU project had serious memory leak issues and you could sneeze in Qhills and crash 27 zones including 3 unrelated datacenters.... Lillu & Crew put in a reasonable time to come up with the 25 limit which had a side effect of reducing the number of zone crashes.
We the players at the time hated it, however it helped with one serious issue and one cheap 'exploit' and reigned in bad players.

Based on the limited time I chased Lillu around and bugged the crap out of him while he was testing the 25 agro limit code and know how much work it takes for even what may seem like a simple request I simply disagree with just about all statements made in this thread regarding removing the limit.
Speaking with some people in game and we discussed adjustments we would love to see but there is a decided lack of reasonable adjustments. Just my opinion.

What I am trying to get across is that the player base needs to understand how much time it *can* take to make changes. Once I grasped that concept the types of requests I suggested changed and honestly I have seen more things adjusted because of that then prior.
tired. /rant off

Ainna
Posts: 17

Re: Remove the 25 Mob pull limit?

Post#23 » Wed Jul 04, 2012 12:15 pm

Can't we at least adjust the limit to higher than 25? I'm not looking to exploit but darn if I don't want to see how many mobs I can have on me at one time and survive!

I didn't get to vote, but I want it removed.

User avatar
Shade
Posts: 177

Re: Remove the 25 Mob pull limit?

Post#24 » Wed Jul 04, 2012 4:04 pm

I remember when it was free pull and no limit and the problem was high level people zoning in pulling the whole zone and killing everything, looting and leaving. Many times others were in there for EXP play and were screwed by either loss of every mob in zone OR if for some reason the person died or then the aggro train wiped everyone. I haven't played in quite a while and am off and on in game goofing around but i think that where they have it set is a good fair number for almost all levels of play. Just my 2 coppers. :mrgreen:
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BosCo
Posts: 131
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Re: Remove the 25 Mob pull limit?

Post#25 » Wed Jul 04, 2012 5:48 pm

Hey Shade havnt seen you around in a while, Drop a line some time
----------------------- Officer of SHATTERED ---------------------
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Lanx
Posts: 64

Re: Remove the 25 Mob pull limit?

Post#26 » Thu Jul 05, 2012 4:29 am

I wanted to take a moment to voice my opinion.

First of all, after reading all the posts, I did not see one I outright disagreed with. Everyone has made valid assertions. That being said, a few of things stick out to me:

1. The vote was not balanced because it split the yes vote.
- The yes vote should be combined, but constrained to 35.

2. The mob limit is there for a reason.
- Be that for the reason of server crashes or abusive play style- both are very valid consequences. I personally 6-7 box on one computer and the hassle from having to deal with 7 accounts crashing would, for lack of a better word, suck. Also, Grey is right, it leaves it open for people to act like dicks- training, zone hogging, etc. On such a low populated server we need to keep as many people as we can, and not have them driven away by a small group of people. In that scenario everyone suffers.

3. There is, however, room for compromise.
- I believe that the limit should be raised 5 to 10 mobs- 10 at the most. You do get accustomed to the 25 mob limit rule, but I would like to see a little more of a buffer.

Ultimately this decision rests in the hands of the Lillu and the gang. But, again, I do feel there is valid ground to change.

User avatar
Bareth
Posts: 141

Re: Remove the 25 Mob pull limit?

Post#27 » Thu Jul 05, 2012 1:19 pm

25 is fine, the only people that want it raised or removed are the ones you can count on seeing training open zones, and hogging them as well. Its funny how things get twisted acting like "I was pulling this mob, and suddenly I got ported to the forest" I see training all the time. People don't play nice.

User avatar
Micah
Posts: 921

Re: Remove the 25 Mob pull limit?

Post#28 » Thu Jul 05, 2012 7:34 pm

Lanx wrote:- I believe that the limit should be raised 5 to 10 mobs- 10 at the most. You do get accustomed to the 25 mob limit rule, but I would like to see a little more of a buffer.

Unfortunately, 3 to 6 months later we would have another poll/thread asking it to raise it yet again. :(
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Galleon
Posts: 19

Re: Remove the 25 Mob pull limit?

Post#29 » Thu Jul 05, 2012 8:23 pm

AGAINST:
1) If pulling a certain amount of mobs endangers the stability of the server I see no valid arguement against limiting it.

2) XP comes quickly on THF, a Bard or a PL group need not pull so many to get a good amount of XP per pull.

3) At a certain point in EQs history, a Bard's ability to kite had been nerfed a great deal. I know this because I played a Bard and their AOE songs range got reduced enough to make kiting nearly impossible. If this is not the case on THF, limiting the amount of mobs per pull would effectively accomplish the same.

4) In custom zones, THF has effectively made these primary zones. Zones in which the majority of the server xp and adventure in for obvious reasons. In zones that are heavily contested, heavily populated by players, Only disrespectful Bards would do such a thing. Limiting this seems reasonable to allow everyone to enjoy them. Not just a few.
-----------------------------------------------------------------------------
FOR:
1) Only the old Bard pull to the PL group tactic is now artificially limited. With under 300 people on in any given night a group should be able to find a NON-PRIMARY zone that is not heavily populated to get a good xp pull. This is not a standard server and special rules need to be applied to it's special content.
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An opinion: In Custom THF zones, no kiting, training or root parking should be allowed at all. The XP moves quick and everyone needs drops. These zones should be pull to engage only. In all other zones, no limits at all unless server stability is an issue but I do know for a fact that a Bard's AOE songs were nerfed specifically to stop mass mob kiting.

Droonkan
Posts: 107

Re: Remove the 25 Mob pull limit?

Post#30 » Thu Jul 05, 2012 9:13 pm

What I never understood was the port to THF. It's such a jarring removal from game emersion, not to mention a departure from fundamental game mechanic (no automatic escape from aggro). Could mobs instead be given the ability to summon players who have more than 25 creatures aggroed?

It's almost impossible to move any significant distance when 2-3 mobs are summoning. 25+ summoning monsters I think would acheive the same restrictions to abuse, while also allowing players the ability to remedy a mistake.

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