View Full Version : Will you please for the love of all that is holy fix Nek Castle
<DIV>This zone is really bugged beyond belief, maybe moreso then DFC but at least DFC works 90% of the time. </DIV> <DIV> </DIV> <DIV>Major Issues:</DIV> <DIV> </DIV> <DIV>Mobs getting stuck in walls, especially in the basement tunnels</DIV> <DIV>Combat never breaking forcing group to camp out</DIV> <DIV>Theres also no possible way to get away from a mob in that zone once its on you, you can never run it off</DIV> <DIV> </DIV> <DIV>...and the biggest bug of all, Maltus Everling not becoming attackable.</DIV> <DIV> </DIV> <DIV>Its been in known issues under in-game petitions since February and still hasnt been resovled.</DIV> <DIV>Must have been 5 out of the last 6 times I have went down there to help guildies or with my alt to kill him and he doesnt walk to his machine and just stands there as an NPC.</DIV> <DIV> </DIV> <DIV>I know it says in the thing a strict script has to be followed blah blah I've been down there 20+ times now I know the routine by heart and there seems to be no outstanding mistakes I make that decides whether he becomes bugged or not.</DIV> <DIV> </DIV> <DIV>I dont know why you have to rely on the strict script anyways the door to everling doesnt open until you get Olix's pendant so nobody can get in there until then. Why not just make it so if you are in the room he becomes attackable, pretty simple rather then checking the whole script...</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Surprisingly it does get annoying wasting an hour or 2 to get down there then have him bugged and be locked out for 18 hours</DIV>
<DIV> <P>While it <STRONG>is</STRONG> incredibly annoying (and <STRONG>definitely</STRONG> needs to be fixed), I have managed to figure out a pull method that has <STRONG>always</STRONG> prevented Everling from bugging. When I say always, I mean more than 10 separate attempts while mentored down so that he was within range for exp and loot.</P> <P>The strategy starts with the Juggernaut room...</P> <P>1.) Pull and kill the Juggernaut without <STRONG>anyone</STRONG> stepping onto the ramp into Everling's room.<BR>2.) <STRONG>No one</STRONG> should even com close to stepping into the ramp down to Everling's room yet.<BR>3.) KIll <STRONG>all</STRONG> buffs that have <STRONG>any</STRONG> form of regen effect on them... power regen, health regen, regenning wards, anything even remotely mentioning regen.<BR>4.) Kill <STRONG>all</STRONG> pets of any type.<BR>5.) Send the puller or MT into Everling's room <STRONG>alone</STRONG>. Once this person steps onto the ramp into Everling's room, <STRONG>no one</STRONG> casts any more spells until told to.<BR>6.) The puller or MT waits just inside the door to Everling's room until he finishes his little speech, without using <STRONG>any</STRONG> CAs or spells.<BR>7.) As soon as Everling becomes aggro, the puller brings Everling into the Juggernaut room and kills him there. Once Everling is in the Juggernaut room, all other party members can begin casting.<BR></P></DIV> <P>Message Edited by Jgok on <SPAN class=date_text>06-27-2005</SPAN><SPAN class=time_text>07:45 PM</SPAN></P><p>Message Edited by Jgok on <span class=date_text>06-27-2005</span> <span class=time_text>07:45 PM</span>
<FONT size=6></FONT> <DIV><FONT size=4>everling becomes bugged due to a heal effect going off before hes finished his script. most common way this occurs is a regen spell on someone in the room (or a pet).</FONT></DIV> <DIV><FONT size=4></FONT> </DIV> <DIV><FONT size=4>simple solution is to make sure no regen effects are on when you first enter the room and trigger his script. Also, no casting as some benificial spell effects will also cause him to aggro before the script is completed. The above ideas are good ones, but a little drastic...we normally trigger him with only one person in the room and simply make sure no regen effects are active.</FONT></DIV> <DIV><FONT size=4></FONT> </DIV> <DIV><FONT size=4>when he reaches the point where the machine starts to explode its safe for the rest of the group to rush in.</FONT></DIV>
<P>Aye what Jgok says seems to work my guild made 2 runs in there last weekend and both times he worked for our groups.</P> <P> </P> <P>But i do aggre the agro and having to camp is a pain happened to our groups on both runs.</P>
Cusashorn
06-28-2005, 10:26 PM
<BR> <BLOCKQUOTE> <HR> tek2k5 wrote:<BR> <DIV>This zone is really bugged beyond belief, maybe moreso then DFC but at least DFC works 90% of the time. </DIV> <DIV> </DIV> <DIV>Major Issues:</DIV> <DIV> </DIV> <DIV>Mobs getting stuck in walls, especially in the basement tunnels</DIV> <DIV>Combat never breaking forcing group to camp out</DIV> <DIV>Theres also no possible way to get away from a mob in that zone once its on you, you can never run it off</DIV> <DIV> </DIV> <DIV>...and the biggest bug of all, Maltus Everling not becoming attackable.</DIV> <DIV> </DIV> <DIV>Its been in known issues under in-game petitions since February and still hasnt been resovled.</DIV> <DIV>Must have been 5 out of the last 6 times I have went down there to help guildies or with my alt to kill him and he doesnt walk to his machine and just stands there as an NPC.</DIV> <DIV> </DIV> <DIV>I know it says in the thing a strict script has to be followed blah blah I've been down there 20+ times now I know the routine by heart and there seems to be no outstanding mistakes I make that decides whether he becomes bugged or not.</DIV> <DIV> </DIV> <DIV>I dont know why you have to rely on the strict script anyways the door to everling doesnt open until you get Olix's pendant so nobody can get in there until then. Why not just make it so if you are in the room he becomes attackable, pretty simple rather then checking the whole script...</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Surprisingly it does get annoying wasting an hour or 2 to get down there then have him bugged and be locked out for 18 hours</DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>You left out the absolute biggest bugg about Nektropos Castle and Death Fist Citadel:</DIV> <DIV> </DIV> <DIV><FONT size=6>IT HAS BEEN PROVEN THAT BOTH ZONES INCURE MASSIVE MEMORY LEAKS IN YOUR COMPUTER'S SYSTEMS.</FONT></DIV> <DIV><FONT size=6></FONT> </DIV> <DIV>If I zone into Nektropos Castle, my computer will bugg out and eventually shut down and restart because of a memory leak the zone causes with Nvidia drivers and graphic cards.</DIV> <DIV> </DIV> <DIV>In fact, I crash about 2-5 times in that zone, depending on how long I stay there.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>The same applies to DFC.</DIV>
<BR> <BLOCKQUOTE> <HR> Cusashorn wrote: <DIV>If I zone into Nektropos Castle, my computer will bugg out and eventually shut down and restart because of a memory leak the zone causes with Nvidia drivers and graphic cards.</DIV> <DIV>In fact, I crash about 2-5 times in that zone, depending on how long I stay there.</DIV> <DIV>The same applies to DFC.<BR> <HR> </DIV></BLOCKQUOTE> <DIV>I have to ask... You are turning your graphics down to extreme performance, no?</DIV> <DIV> </DIV> <DIV>I tri-boxed a Nek Castle run with 3 separate comps... #1 was a Radeon 9800XT (1G RAM on MB), GeForce FX5200 (1G RAM on MB), and on the 3rd comp, a GeForce 4 MX (with only 64 Mb on the card, 512 on the MB). The third comp's card is not even supposed to be <STRONG>able</STRONG> to run EQ2, but I made it through Nek Castle tri-boxing tank/nuker/healer with 3 others in the group... without dropping once.</DIV> <DIV> </DIV> <DIV>All 3 comps were on extreme performance, and the third comp was on a custom setting that has basically everything turned completely off so that all you can see are blobs on the screen. If I'm single-boxing Nek Castle on anything higher than High Performance, I drop every time, of course. There is a definite problem (I believe it's related to the fog in the courtyard area, personally), but there are ways to get around it.</DIV>
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