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View Full Version : Can we please get a fix for engaging encounters so only we can actively engage them?


Ardornon
04-26-2007, 04:47 AM
<p>What I'm talking about is simple and I'm sure many if not most of you know about this nice little in game "feature".</p><p> Basically if I pull something and it hits me and I riposte (this is just one of many examples) it sticks me in combat. There are instances when I didn't want to BE in combat and this is VERY frustrating for me and I know many other people.</p><p>I don't see the practicality in forcing players into combat for anything they didn't do. You can't kill a mob when it isn't engaged, so no amount of damage shields or ripostes are going to kill the thing while you out of combat regeneration.</p><p> I'm just tired of having to go somewhere and having to /yell all the time because of the off chance that the game forced me into combat when I didn't touch anything. I believe that the player should NEVER be forced into combat, we should have to either use a combat art or spell on a mob, order a pet to attack a mob, or engage our auto attack on a mob and no other situation should cause encounters to engage with us.</p>

Lasai
04-26-2007, 05:00 AM
There is an in-game fix. Don't Aggro stuff. Pretty simple concept, for those not wanting to be in combat.

Ardornon
04-26-2007, 05:07 AM
<p>Seriously, why did you just waste your time and energy posting that? Are you an EQII forum troller? Got nothin better to do? Amazing.</p><p>It's a game fluke and shouldn't exist. In fact it can be gotten around by spamming encounter break /yell so why force people to do that instead of just fixing the root of the issue?</p><p> And why waste my time with your bullcrap posts? I can't even believe I'm taking my time to counter your comment, I guess if that was your immediate goal then you win.</p>

xOnaton1
04-26-2007, 05:08 AM
You only repost and parry things in front of you. Brawlers are the exception and they can parry to the back. Just don't face the enemy and you won't repost them. Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere

Ardornon
04-26-2007, 05:14 AM
<p>One thing I guess I don't understand is that these "fixes" presented here aren't fixes. This is like saying if a raid event is bugged and the mob in the fight hits for 20,000,000 then the fix is never fight the mob. No, the fix would be for the development to fix the raid event so the mob is killable.</p><p>There's a couple of reasons why there even is an encounter system in this game and one of those reasons is to preserve our out of combat regeneration on our health and power. If they didn't want people to be able to pull mobs without being thrown into combat then they either would auto engage any mob aggroed or they would have removed the /yell ability from the game.</p><p> Mind you neither of those things have happened here and I want to fight that raid encounter, not avoid it because it's broken.</p><p> Catch my drift?</p>

Lasai
04-26-2007, 05:21 AM
<cite>Ardornon wrote:</cite><blockquote><p>Seriously, why did you just waste your time and energy posting that? Are you an EQII forum troller? Got nothin better to do? Amazing.</p><p>It's a game fluke and shouldn't exist. In fact it can be gotten around by spamming encounter break /yell so why force people to do that instead of just fixing the root of the issue?</p><p> And why waste my time with your bullcrap posts? I can't even believe I'm taking my time to counter your comment, I guess if that was your immediate goal then you win.</p></blockquote> I posted that because it is the simple truth of the matter. Aggro something, and a reposte, damage shield, reactive like spiked adorns, or many other things will cause the combat lock. It is NOT a fluke, it IS however, a direct result of attracting the attention of a hostile NPC. I cannot imagine how you can possibly think that aggroing anything should be free of combat lock until YOU decide to engage, that is just Fisher Price gaming. /yell breaks encounters. Imagine that, a counter to your imagined problem. You are asking for the choice to body pull without engaging, at will, if you choose not to. How lame is that.

Norrsken
04-26-2007, 05:32 AM
You used to be locked in combat as soon as you got aggro from mobs. I am also pretty sure they used to chase you longer than they do now. (I remember the [Removed for Content] wasps at wasp hill in CL never ever breaking off, they stuck with you until you zoned. fun times) And a mob taunt can also put you in combat.

Lasai
04-26-2007, 05:33 AM
<cite>Ardornon wrote:</cite><blockquote><p>One thing I guess I don't understand is that these "fixes" presented here aren't fixes. This is like saying if a raid event is bugged and the mob in the fight hits for 20,000,000 then the fix is never fight the mob. No, the fix would be for the development to fix the raid event so the mob is killable.</p><p>There's a couple of reasons why there even is an encounter system in this game and one of those reasons is to preserve our out of combat regeneration on our health and power. If they didn't want people to be able to pull mobs without being thrown into combat then they either would auto engage any mob aggroed or they would have removed the /yell ability from the game.</p><p> Mind you neither of those things have happened here and I want to fight that raid encounter, not avoid it because it's broken.</p><p> Catch my drift?</p></blockquote> Where did you get that cockeyed idea? "So and so YELLS FOR HELP to the left of you". /Yell was, and is, in game to break an encounter to either get help, or, have some out of combat regen while you do the King Arthur "RUN AWAY" manuever. It was not, and is not, a mob pulling art, and your argument is pretty weak. It can be used for that.. but in no way justifies what you are asking for. Learn to play before you post. There are far more issues that need addressed. People have dealt with this since launch, its a non-issue and a non-event.

sah
04-26-2007, 05:48 AM
<p>I honestly don't see how this could possibly be a problem...if you're training then it's almost guaranteed that the mob will be behind you by the time it hits you and if for whatever reason you do get in combat then you can just use /yell...if this is happening on pulls, then what the hell are you doing?  running backwards to your group/raid?  as people have said everyone has managed to deal with this just fine and no decent raid guild has ever wiped because their puller accidentally prematurely engaged an encounter...</p><p>This is honestly the first time that I have EVER heard of anyone mentioning this as a problem.....and I've heard alot of stupid complaints...</p>

Ardornon
04-26-2007, 07:22 AM
<p>sahet wrote:</p><p>I honestly don't see how this could possibly be a problem...if you're training then it's almost guaranteed that the mob will be behind you by the time it hits you and if for whatever reason you do get in combat then you can just use /yell...if this is happening on pulls, then what the hell are you doing?  running backwards to your group/raid?  as people have said everyone has managed to deal with this just fine and no decent raid guild has ever wiped because their puller accidentally prematurely engaged an encounter...</p><p>This is honestly the first time that I have EVER heard of anyone mentioning this as a problem.....and I've heard alot of stupid complaints...</p><p> To be honest I'm not entirely sure that's even how it works. I don't even know if the code is set up to work as intended. In fact my main character is a full fabled/mastered 100AA Monk and I've been pulling/raiding/experimenting with the core game dynamics as they've changed since this game went live almost three years ago (I made my Monk the day this game went live. In fact, I was a pre order so I got to install and play a day BEFORE the game officially went live) and I can tell you for a fact that I could sit in a room in SoS for a pristine example, with 10 mobs beating on me from the FRONT and never get forced into combat, then all of a sudden while walking down a hallway I pull my weapons out, signifying I just went into combat.</p><p>I personally think the entire concept of "in" and "out" of combat is ridiculous and always have. Out of this magical thing known as an "encounter" I suddenly lose all the benefits of my magically induced movement buffs and begin to slowly jog. My health and power all of a sudden slow to a crawl even though nothing has technically changed in my circumstance. Not only that, but for some unknown reason, my epic horse mount who practically flies across the ground at mach 10 decides for reasons unknown that it's safer with that giant beast chasing after me, to slow the hell down so he can get eaten by it. How nice.</p><p>The entire situation is a completely unrealistic, dim-witted, poorly designed game-specific dynamic that makes no sense whatsoever out of the context of the poor game design.</p><p>What irks me most about it is that under the most peculiar of circumstances, I'm forced into this magical realm of "encounter" against my will, apparently as the game chooses via its complete and total whim. If I'm going to be forced to abide by some superficial encounter rule, the very least I should be able to do is pick and choose when I want to be in and out of an encounter.</p><p>The other argument pertained to encounters just auto locking once you get agro. Fine then do that, at least then it's a universal law, albeit a stupid one. I would rather have it always happen than only happen randomly and without warning. Spamming /yell isn't a strat, it's not a tactic, and it's not something only the "pro's" do. Spare me, my 7 year old little sister could sprint my Monk around a zone like SoS all day spamming /yell and never get my character killed. The issue is, it's annoying to be forced to do.</p><p>Let us engage a mob by our actions, or make encounters engage automatically on pull, which would destroy the way pulling encounters works and would make certain zones (Nizara for example) impossible. The other funny thing is, I can stand there as a healer and spam myself with heals for 6 hours straight and chances are not a single mob will stick me in combat. For all of you advocates that this makes sense and isn't a problem, tell me how that one adds up.</p><p>Also tell me how I can stand there and get beat on by 25 different green con mobs out of the magical and mysterious "encounter" and survive, yet the moment I engage in combat and lost my mega health regen, I'll drop dead in 4 seconds. Yep, makes perfect sense to me.</p><p>All I have to say is,</p><p>lawl</p>

Sapphira
04-26-2007, 09:17 AM
Lets remember to keep it civil.  We can disagree in a respectful mannor with out insulting each other!

Dasein
04-26-2007, 09:58 AM
This issue came up when imbued items first went in and people realized reactice procs would put them in combat. All of a sudden, getting your armor imbued with a damage proc became detrimental, and that rather annoyed some people. It would not be a difficult fix to only have things like damage shields, reactive procs and other passive attacks only function once an encounter is engaged.

uux
04-26-2007, 10:39 AM
<cite>Lasai wrote:</cite><blockquote>I posted that because it is the simple truth of the matter. Aggro something, and a reposte, <span style="color: #cc3300">damage shield, reactive like spiked adorns</span>, or many other things will cause the combat lock. It is NOT a fluke, it IS however, a direct result of attracting the attention of a hostile NPC. I cannot imagine how you can possibly think that aggroing anything should be free of combat lock until YOU decide to engage, that is just Fisher Price gaming. /yell breaks encounters. Imagine that, a counter to your imagined problem. You are asking for the choice to body pull without engaging, at will, if you choose not to. How lame is that. </blockquote> The spiked adorns DO NOT cause this.  Most reactive damage does not either.  They will not do anything until the encounter is engaged.  As a berserker, I only know three things which cause this.  1) A riposte,  2) the berserker reactive taunt / damage proc when hit, and 3) a tank's second chance to avoid buff put on another person (you might riposte for them).  #2 and #3 are easily toggled off, and if I'm running through mobs trying to get somewhere fast (train), then I'm usually not facing the mobs.  The reactives other classes cast on me don't even cause this.

simpwrx02
04-26-2007, 10:48 AM
Worse case is a wizzy speced Sta line due to having a non toggleable damage shield which cast a spell when ever hit 360 degree.  Get hit by anything and you are instantly in combat, good thing wizzys have huge health pools and awesome mit.  Where a non sta wizzy can simply ride a horse through most zones and not die a sta speced one (sta is the best survivability AA for Wizzy) has a much greater chance of dying due to loseing run speed and health regen.  Sort of irionic how speccing for max survivability will get you killed faster.

Zyphe
04-27-2007, 12:50 AM
<cite>Ardornon wrote:</cite><blockquote><p>What I'm talking about is simple and I'm sure many if not most of you know about this nice little in game "feature".</p><p> Basically if I pull something and it hits me and I riposte (this is just one of many examples) it sticks me in combat. There are instances when I didn't want to BE in combat and this is VERY frustrating for me and I know many other people.</p><p>I don't see the practicality in forcing players into combat for anything they didn't do. You can't kill a mob when it isn't engaged, so no amount of damage shields or ripostes are going to kill the thing while you out of combat regeneration.</p><p> I'm just tired of having to go somewhere and having to /yell all the time because of the off chance that the game forced me into combat when I didn't touch anything. I believe that the player should NEVER be forced into combat, we should have to either use a combat art or spell on a mob, order a pet to attack a mob, or engage our auto attack on a mob and no other situation should cause encounters to engage with us.</p></blockquote> God, stop crying.

liveja
04-27-2007, 10:39 AM
<cite>simpwrx02 wrote:</cite><blockquote>Worse case is a wizzy speced Sta line due to having a non toggleable damage shield which cast a spell when ever hit 360 degree.  Get hit by anything and you are instantly in combat, good thing wizzys have huge health pools and awesome mit.  Where a non sta wizzy can simply ride a horse through most zones and not die a sta speced one (sta is the best survivability AA for Wizzy) has a much greater chance of dying due to loseing run speed and health regen.  Sort of irionic how speccing for max survivability will get you killed faster.</blockquote><p>My level 28 Warlock is STA spec'd, & I don't have the kind of trouble you're talking about.</p><p>/shrug </p>