View Full Version : Lavastorm Train
scruffylookin
03-08-2006, 07:27 AM
<div></div><div></div><div>Is it possible to train mobs now? I'm just curious, because I haven't actually had to deal with a train since my EQ days...</div><div> </div><div>But last night, 3 of us were grouped up in Lavastorm. A guy came up to us and asked to join. I said, "Sorry, but we're meeting some other friends here that would make a full group."</div><div> </div><div>This person said, "Okay, then" and ran off.</div><div> </div><div>About a minute later, he came running back toward us, and there were about 6 heroic mobs chasing him. He ran right through us, and all of the mobs turned on us. It killed us within a few seconds.</div><div> </div><div>When we revived, he was standing there, laughing at us.</div><div> </div><div>Now, I personally don't care either way, and I'm not concerned. We had a full group, and if the guy wanted to be a child, it really didn't bother us a bit... But I found it interesting, because I was under the impression that trains aren't possible in EQ2.</div><div> </div><div>So are trains possible now? Or is this just a complete coincidence, and the mobs somehow aggroed us from across the zone and happened to be coming at us from the same direction as this guy?</div><div> </div><div>That's the only experience we've had in Lavastorm, so I really don't know the zone yet...</div><div> </div><p>Message Edited by scruffylookin on <span class="date_text">03-07-2006</span><span class="time_text">06:28 PM</span></p><p>Message Edited by scruffylookin on <span class="date_text">03-07-2006</span><span class="time_text">06:29 PM</span></p>
Were you currently fighting another mob? Social mobs, if they haven't been attacked, will stop following a player in order to defend their comrades.<div></div>
scruffylookin
03-08-2006, 09:53 AM
<div></div><blockquote><hr>Magus` wrote:Were you currently fighting another mob? Social mobs, if they haven't been attacked, will stop following a player in order to defend their comrades.<div></div><hr></blockquote>You know, I bet that's it! Which makes me feel better... unless the other guy did it, fully knowing they'd do this. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Oh he definitely knew it would happen, that was the point.<div></div>
Twofeets
03-08-2006, 04:34 PM
<div></div><div></div><p>Yes, Mobs do train (if you know how to do it), and what you just described has become all too common on some servers. Unfortunately, with 2-3day+ response times, CSRs are rarely around to witness the event, so the offenders usually go away unpunished. (This and botts are the reason my wife and I cancelled our accounts, they expire at the end of the month).</p><p>While trains are not as bad in EQ2 as they were in EQ1, they are still quite easy to make, especially in small zones or heavily (mob) populated areas. The way it works is simple, mobs have a set range at which they will be aggro. Not sure what the number is off hand, but for the sake of explanation lets call it 200m. If you are within 200m of the spawn point of the mob, and someone trains them to you and dies, feign deaths, zones, or otherwise manages to lose aggro the mobs will attack you. If you are outside the 200m radius then the mobs will generally become non-aggro as soon as the offender is removed and return to their spawn areas.</p><p>**Exceptions**</p><p>1) Some mobs are social. If they witness mobs to which they are social become engaged with a player, they will jump in and assist. Some mobs even do this well away from their normal aggro radius.</p><p>2) Blue AE's....If you use blue AE attacks (especially constant AE's with durations such as Forge of Ro or Ring of Fire) you run the risk of eating a train. A common tactic among greifers is to train the mobs into your AE, thus giving you all the aggro while they get a free pass to stand and watch you die.</p><p>3) Bugs....Some mobs are simply buggy, and when used correctly can be used to greif players. A common example of this is Gylton in Sanctum of the Scaleborn. Gylton is a named drake who spawns relatively deep in the zone. Someone with charm can bring him back to the zone and then release him. If done correctly Gylton hang around the area for awhile instead of returning to his spawn point (his pathing gets stuck). He will kill all players at the entrance, all who die and revive, and all who zone in.</p><p>Im sure Ive missed a few, but those are 3 of the more common ways Ive watched greifers train players in EQ2. Some do it for perceived injustices, some just for kicks. The sad fact is that there is little that can be done about it unless SOE steps up their CSR response to dispute/disruption petitions.</p><p> </p><p> </p><p> </p><p>Message Edited by Twofeets on <span class="date_text">03-08-2006</span><span class="time_text">09:26 AM</span></p>
scruffylookin
03-08-2006, 05:59 PM
<div></div><div></div><blockquote><hr>Twofeets wrote:<div></div><p>Yes, Mobs do train (if you know how to do it), and what you just described has become all too common on some servers. Unfortunately, with 2-3day+ response times, CSRs are rarely around to witness the event, so the offenders usually go away unpunished. (This and botts are the reason our accounts expire at the end of the month).</p><hr></blockquote><p>This makes me mildly sad (by the way, I appreciate your explanation). I was really hoping it was just a fluke event, but it's obvious this guy did it intentionally.</p><p>I'm generally a bit naive about the in-game community. My fiance and I play after work most nights. We work evenings, so our play times are usually very late at night, which means most players we come across are rather mature players (sorry for the generalization here... it's just my personal experience). I always assume that if I'm polite to someone, they'll be polite in return.</p><p>I have a very low tolerance for childish behavior. It only bugs me because my fiance REALLY loved the atmosphere of Lavastorm. It bugs me a bit that she couldn't enjoy herself because some person was offended that our group was full.</p><p>Message Edited by scruffylookin on <span class="date_text">03-08-2006</span><span class="time_text">05:00 AM</span></p>
Neric
03-10-2006, 05:21 AM
<div></div><div><font color="#ff0033">3) Bugs....Some mobs are simply buggy, and when used correctly can be used to greif players. A common example of this is Gylton in Sanctum of the Scaleborn. Gylton is a named drake who spawns relatively deep in the zone. Someone with charm can >bring him back to the zone and then release him. If done correctly Gylton hang around the area for awhile instead of returning to his >spawn point (his pathing gets stuck). He will kill all players at the entrance, all who die and revive, and all who zone in.</font></div><div> </div><div>Mobs are give paths to follow home if they chase someone and they run away. BUT this path is a small path and charming a mob and moving it too far away from its spawn point and it will never find its way home.</div><div> </div><div>Now that there are charm totems that allow ANY player to charm some mobs, there appears to be a lot more of this crap going on.</div><div> </div><div>Before with just a few classes that could charm, this did not happen much, but now. It sucks!</div><div>I was the only coercer in zone last night and I got blamed for someone that did this with one of the new charm totems.</div><div> </div><div>Lost mobs should GATE home once they lose aggro.</div><p>Message Edited by natjur on <span class="date_text">03-10-2006</span><span class="time_text">12:22 PM</span></p>
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