Fixed Internally Aten Ha Ra (raid and group): Horrible Pathing

Discussion in 'Resolved' started by Syylke_EMarr, Feb 7, 2022.

  1. Syylke_EMarr Augur

    Plain and simple, the pathing in this event is awful. So much fun trying to move to avoid the golem auras only to have the mob run in the opposite direction and summon you into the aura.

    Fix the pathing or remove the summoning, in my opinion.
    Dragnath, bard007, Warpeace and 9 others like this.
  2. Qimble Augur



    Not really a bug, was brought up in the beta and they either decided it was working or intended or that it wasn't worth the dev time trying to change the pathing or geography of the fight area.
    Fenthen likes this.
  3. Knifen Augur

    Drop lev, and move AHR slowly towards safe spot. Dont pull her while your above the steps be below steps and her pathing isnt to bad.
  4. Drakang Augur

    It's not just the pathing. The Raid lag is horrible. The Golems lag so bad you can have 3 or 4 sets walking across the area at the same time. And the Wall AEs going off because the game thinks they should be done. So there is no safe place to stand. Toss in the bouncing from their stomps and the horrid pathing and the event just sucks.
    bard007 and Fenthen like this.
  5. Drakang Augur

    Its definitely a case of server lag. Saturday night and it was a mess. Revisit on Sunday with alot less people online and it worked like it should and just left me cursing people that miss run away emotes.
    Svann2 likes this.
  6. Evurkvest Augur

    The original VT was notorious for bad pathing. It seems like whenever they redo one of these zones the original problems gets carried over. The entire zone could use a look at. The area on the top floor were the nameds spawn in the static zone is particularly bad. If you stand at the wall pulling named PHs they run in the complete opposite direction never to return as long as you have aggro. They also get stuck by the pillars above the stairs in the same room. Just an example.
    Fenthen likes this.
  7. Ratalthor Developer

    Have things improved for this issue with the new 64-bit client?
  8. Knifen Augur

    Spawning of multiple sets Golems at a time seems to have calmed down but there is sitill an issue of those akevhans in both raid and mission not being assassintate/headshot able. And AHR herself still seems to path wonky if you are on a diff lvl of the floor as her.
  9. Fenthen aka Rath

    In short: No. 64-bit clients were not going to fix the pathing in this room or the raid script delays. Anything you guys did on the back end during the last patch didn't help this either.
    -----Cinexa----- and bard007 like this.
  10. Sancus Augur

    We had multiple sets of golems up and significant pathing issues Sunday (2/22). It’s hard to say conclusively if on average there has been an improvement, but the issues described certainly can still occur.
    -----Cinexa----- likes this.
  11. bard007 Augur


    No, Saturday 19 Feb, we had issues. Golems spawn dont move. Once they start the next set can be up, We had random Link Dead issues in the zone, Pathing is just horrid, if you are going to make us move a raid around with mobs in toe, the pathing needs to be 100%, pretty sure it will be the stairs we move up on all around the room. Maybe remove the high factor, since we only in one part of the zone.
    -----Cinexa----- and Fenthen like this.
  12. Fllint Elder

    There are 2 things going on here. First what I believe the OP is talking about is just the horrible pathing that the mobs have in that particular room on both the raid and in the group mission. That isn't due to lag or anything, it is just the mobs pathing there being bad. The lag just makes the bad pathing take much much longer to eventually run around the room to get to you. The 2nd issue (that is due to the nearly unplayable server lag we have on raids) is the golem mobs being stalled out and delayed so much that many many sets of them are up at a time causing all kinds of craziness with stacked auras, and much of the room being filled with them at times.

    In general the mobs pathing is moderately okay if you are on the same level as them. For instance if you are in the middle depressed area of the room and move to another spot in the depressed middle area they will *usually* move in the general direction that you want them to move. Similarly, if you are around the edges of the room and walk them slowly around that rim they will usually somewhat follow you. The second you go from either the middle depressed area to the outer edge or vice versa, the mobs pathing makes them decide to run in almost the absolute opposite direction of where they should be running to. This is completely due to however the mobs pathing is set in that room. With the way the event works, having to move the mobs around the room to avoid the auras (especially with the server lag on the golem), it makes this event pretty obnoxious.

    If possible, I think the pathing in that room definitely should be fixed, but if that would take too much effort, the mobs in both the raid and group mission should probably be set to not summon while the purple aura golem mobs are up (which sadly is 100% of the time once they start spawning due to server lag).
    Fenthen and Bigstomp like this.
  13. Szilent Augur

    I would like the bosses & minis to lose their summoning ability. Double their runspeed if you consider kiting to be a functional risk, but it's really not in a confined arena with environmental hazards (the golems)
  14. Fanra https://everquest.fanra.info

  15. Zunnoab Augur

    Edit:
    Sorry, this is about the raid in particular.

    It's not even just the pathing. (Though the pathing of all of the mobs in the event can be ridiculous.)

    The golems stay up way too long and don't move as they should, as in sometimes they don't move at all for minutes at a time. Sometimes there are as many as three waves up at once.

    On top of that, the event mechanics get broken too. In particularly bad instances, people are hit with the targeted AEs after their target rings disappear.

    Also, the time between the emotes varies considerably, where if it's functioning properly it's consistent. For example, time between silence emote:
    00:00:54
    00:01:01
    00:01:02
    00:00:59
    00:01:08
    00:00:50
    00:00:51
    00:00:50
    00:00:50
    00:00:52
    00:01:01
    00:00:56
    00:00:46

    Compare to beta:
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45
    00:00:45

    Lastly not related to the outright broken golem mechanic, the boss was given way too many HP (that and/or the regen is absurd, not sure which). Throw in potentially raid ending emotes that are (presumably supposed to be) happening every 45 seconds and the blobs being moved to 20%, and it's a mess if anything doesn't function properly.
    Svann2 and Fenthen like this.
  16. Warpeace Augur

    This is not the first group / raid event to have pathing issues reported involving changes in elevation. Its like flying sharks it never fails to break.

    If the pathing cant be fixed can the room be made all one level?
    Skrab, Knifen and Fenthen like this.
  17. Fenthen aka Rath

    Oh, come on. You know you also chuckled, at times frustratingly, at Sharknado in the center of the zone!
  18. Moege Augur

    This event just plain sucks. You are supposed to avoid the purple areas.
    With raid lag, you have one set spawned, one set at spawnpoint beginning to move and a 3rd set halfway across the room slowly pathing to the other side.

    Leaving you with about 1/5 of the whole room to work with, When people get the silence emote it is nearly always a death sentence for them. Get away from the raid so it doesn't hit the raid ... ummm yeah that would be in a purple aura.

    Finding the clear spot between the golems moving is frustrating. They need to move out of the overlapping decals from the other set to even being guessing where the decals won't overlap and by that time it may be way too late to move the raid.
  19. Knifen Augur

    +1 For making the entire room level with no steps.
    Dragnath, Syylke_EMarr and Fenthen like this.
  20. Syylke_EMarr Augur

    I'd agree that, outside of the lag issues, just removing summoning from the mobs would make the pathing issues less problematic (on the assumption that fixing the pathing is probably more complicated than just removing summoning).

    The event is actually kind of fun when pathing and lag aren't making it frustration incarnate.
    Szilent, zleski, Axxius and 1 other person like this.