Devs - please disable encounter locking on Motm events with triggered spawns, inactive phases, etc

Discussion in 'Time Locked Progression Servers' started by AethDW, Sep 4, 2023.

  1. AethDW Elder


    Removing open world from EQ would be a better design approach to take than what we have now. If something exists, we should expect it to work.
  2. AethDW Elder

    Another example of how encounters with mobs that spawn mid event will work with encounter locking.

  3. eqfanforlife Elder

    Another solution is not to play on the server.
  4. AethDW Elder

    Last of these I'll post from testing on Test server while the code was active there. So in summary the following stuff doesn't work:
    -Events which chain multiple mobs in a sequence (we can already see that during Velious)
    -Events which spawn waves of mobs (they're all independently lockable)
    -Events with mobs that warp around the room are at the least buggy if not outright don't work
    -Events which have an inactive phase

    Design team, you should really remove encounter locking from all the events Mini outlined in his post above until such time as you develop a coherent idea for how it should work for those different types of events and implement it. Another option like someone mentioned would be to just remove all raid mobs from open world so it's not a big mess. What's already clear even with Velious which only has the first type of event is that what's currently in place doesn't work.

  5. Yinla Ye Ol' Dragon

    They said when they were launching FTE that it was to combat problems on early TLPs, maybe it is now time to remove it.
  6. HicksSelos Elder

    Keep it in, its jokes lol
  7. Ngreth Thergn Developer

    Thank you. This information is a big help, I have added the no encounter lock flag to all the NPCs listed here.
    Xyroff-cazic., A_Mini, AethDW and 3 others like this.
  8. AethDW Elder

    Thanks, great change. When/if you want to implement something for those types of events in the future, please let us play test it a bit.
  9. HicksSelos Elder

    I dont quite agree with this - Now all the zerg guilds need to do is wait until you spawn the mob and kill it themselves. Whats to stop those guilds standing at say AOW spawn while a smaller/normal guild clears statue then idol.
    Why cant you lock spawned mobs to the raid that spawned them, just like epic hand in mobs.

    All you've done now is remove FTE, Give the advantage back to the zerg guilds and made the server practically the same as every other TLP.

    We'll have the same issue going forward with PoP (Fennin Ro, Rallos Zek etc).

    I agree there's changes to be made to raid encounters - but this is not it.
  10. xmod2 Happybear

    Good changes. The FTE stuff actually works pretty well in small group / leveling content. The main issues so far have all been with it potentially interfering in the raiding game, so this is a good compromise. Thanks!
  11. Weehealer New Member

    What’s the definition of a Zerg guild? Who are they on Oakwynd? What guild are you in?
  12. Waring_McMarrin Augur

    Unless they have a system in place to lock all current mobs and future mobs in triggered raids to the first to engage there isn't much else that can be done. And doing that might end up actually being worse then what they did.
  13. Ravil Journeyman

    The fact that you didn't already know this information is a little alarming. You re-release a TLP every single year, knowing at least the first year of content and you should be very familiar if you are going to make any changes that affect it.

    If you cant be bothered to learn this game that you are Dev'ing on, then do what many games have done in the past, and reach out to some more prominent members in the community. There are people out there that literally play this game more hours a week than you work on it as a job. Getting insight and a view point from a group of people that know this content in and out, would be a huge asset and keep you from having to back pedal and revert your changes you made with a blind eye.
  14. Waring_McMarrin Augur

    There is an issue that they don't have 25 years worth of game content over 29 expansions memorized and know every possible thing that might go wrong with a change to how things work?
  15. Ravil Journeyman

    the listed encounters are not some obscure thing that no one knows about. these are all end game, raid bosses that everyone strives to kill, and every year previous there is some sort of drama over the spawning and dps racing/stealing of these mobs by a secondary raid force after one does the work to spawn it. It is simply being out of touch of what happens in the game.
  16. Xyroff-cazic. Director of Sarcasm

    So you're suggesting that Ngreth take feedback from experienced TLP players and implement changes based on that? That sounds like a great idea. Someone should start a thread about these mobs, and then maybe he'll read it and make a change, and then reply that he made the change. That'd be neat, huh?
    Captain Video and Nennius like this.
  17. Waring_McMarrin Augur

    Who said anything about being obscure? When there is 25+ years of content and 29 expansions it shouldn't be surprising if you don't think of every single possibility when making changes to the game.
  18. tikles Journeyman



    Removing FTE on the subsequent triggered mob - is the wrong direction here.

    For example, you're guild kills Statue- then idol - then has to dps race the AoW they just spawned. A smart OW racing guild will just let someone else waste their mana on Statue/Idol - and grab AoW with FM on clerics, full endurance on tanks and dps, like you do on all previous non-FTE servers.

    What should happen is like epic fights, that the subsequent/triggered mob has the * and is locked to a certain person/raid for a 30 minute period (or whatever the time period is). This server (by the owners design whether you like FTE or not) was to add FTE. To remove it now on some raid mobs is counter to the designed mechanics and seems counter to the server goals. Whoever FTE locks the 1st triggering mob, gets the lock on all subsequent triggered mobs is more in line with the FTE mechanics of this server.

    Event type scripts/spawns do need to be addressed, so that a guild/person cannot go and rush to FTE lock the subsequent named to either steal or just grief a raid that already FTE locked and killing the trigger mob. Removing FTE from all subsequent or triggered mobs brings us right back to dps racing. In that event, what's the point of having FTE on any of the raid mobs? Just dump if off raid mobs, or keep it on them all. Just be consistent.
  19. Waring_McMarrin Augur

    It still is better then having the triggered mob lock when the other guild tags it first and the guild that triggered it gets no chance. While you are right having the entire sequence locked would be better that gets complicated when dealing with events that need to kill multiple mobs that are up at the same time.
  20. A_Mini New Member


    I don’t think many will disagree this is the better long term option. But I think that is considerably more effort to get implemented. This suggestion around disabling so it’s the status quo on some of these encounters is the pragmatic solution until the time is put into proper event locking.

    Encounter locking has been a net positive in the group game, but had some weird (predictable) side effects in raid content.