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#1 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() Welcome to Sleeper's Tomb. The Sleeper's Tomb has been unearthed by the Claws of Veeshan in the Eastern Wastes. Please feel free to leave constructive feedback for Sleeper's Tomb [Contested] Here!
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#2 |
Loremaster
Join Date: Dec 2004
Posts: 364
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![]() hit boxes on golems in this zone are messed up since a dev put i range on targets i can show you with this pic what i mean. notice the tank is at 25 meters away yet im at 5 meters targeting the golem. |
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#3 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() Uncle@Mistmoore wrote:
I have no idea what this means?
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#4 |
Guardian
Join Date: Dec 2011
Location: CA
Posts: 244
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![]() He's referring to the new range meter. In the pic the tank is listed as 25m away and the mob, seemingly next to the tank, is listed as 5m away. Though, I think that's just how hit boxes have always worked on big mobs, especially golems...like the elevator mob in Foundations of Stone. |
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#5 |
Loremaster
Join Date: Mar 2005
Posts: 97
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![]() Twyxx wrote:
This. Hit boxes have always been a huge annoyance as a ranger, especially when some of them have excrutiatingly big hit boxes (Temple Elevator mob, Wyverns in UD), and even worse the ones with a mixed bunch of mobs (UD/ST mobs once again - Stand 30m from healers to hit the Wyvern and then have to run in 20m to be in proper range for the drakes). We all understand mobs should have different sized hit boxes, but the variations on them can be really annoying at times, some that spring to mind include Milas HM, Theldek in UD, Temple Elevator Mob, all trash Wyverns in UD/ST. |
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#6 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() I made a thread trying to catalog the mobs with stupid big hitboxes, got bumped down quite a bit. I didn't list them in each zone section since they were in several zones, perhaps I should. http://forums.station.sony.com/eq2/...topic_id=523523 As it is the hitboxes in contested ST make it so i would never want to run the place. If I had to for some reason I would want a seriously well tuned group. PUG's are out of the question. |
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#7 |
Lord
Join Date: Feb 2011
Posts: 65
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![]() This is so appropriate that all of this is finally being brought up and oh imagine that... of all classes in here posting about it, go figure its the ranger's that are verifiying this AND bringing in game proof of mechanics that work against only us. Hmmm maybe if we were like the rest of all the other 24 classes to choose from that don't have a minimun range requirement penalty. |
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#8 |
Loremaster
Join Date: Dec 2004
Posts: 364
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![]() Kander wrote:
sry was typing fast when i wrote this sinc ei was still trying to kill trash in that zone.. basicly as twyxx said another nice example of this is the huge APE in solo/heroic versions of temple of the faceless |
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#9 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() I think we found the issue for Sleeper's Tomb, if you see this happening in any other zones this badly, PLEASE PM ME.
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#10 |
Loremaster
Join Date: Dec 2004
Posts: 364
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![]() well check other places after raids on live |
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#11 |
Loremaster
Join Date: Nov 2004
Posts: 48
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![]() why is it called contested when its an instance? only 1-6 players can be in the same zone. there is no quest lines or anything , just a normal instance no? |
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#12 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() Reptilgubben wrote:
There should be no limit to how many can be in the zone, it has no lock out timer.
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#13 |
Loremaster
Join Date: Nov 2004
Posts: 48
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![]() maybe its fixxed, but tried to zone inn with a raid earlier and it said 1-6 players. |
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#14 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() Reptilgubben wrote:
I believe it will let you zone in with 12 now. No reason to use 24 there is no x4 contested in this Sleeper's Tomb version. I will take a look at it.
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#15 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() HAHA. Tricked into confirming no x4's in ST contested. /fistpump As for the limit, if you really want more than 12 just split up before zoning in then reassemble. I don't see why that wouldn't work. |
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#16 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() Neiloch@Butcherblock wrote:
OK... lol
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#17 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() rofl, made my day |
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#18 |
Game Dev
Join Date: Jul 2007
Posts: 660
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![]() Adding some additional revives to the zone and lowering damage on a few spells. a few bosses had overall HP lowered.
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