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

    This will start to become a problem in Velious, where there are raids that have triggered spawns, multiple mobs as part of an event, mobs have inactive phases, etc. This will allow events to be seriously griefed or outright bricked by two competing guilds in open world.

    A great solution would be to remove encounter locking for motm mobs and mobs spawned as part of their events. The second best solution is to disable it for the following mobs/events for the following reasons

    Velious:
    Vulak`Aerr: triggered mob
    Avatar of War event (statue/idol/aow): triggered mobs
    Tunare: triggered mob

    Shadows of Luclin:
    Emperor event in Ssra, all 8 guards + emperor: multiple mobs /triggered
    Khati Sha: multiple waves + triggered mob
    Cursed cycle: triggered mobs
    Arch Lich: triggered mob
    Shei Vinitras: triggered mob
    Burrower event in the Deep: multiple waves + triggered mob

    Planes of Power:
    Xanamech Nezmirthafen in plane of innovation: spawned mob as part of pre-keying
    Manaetic Behemoth in plane of innovation: multiple mobs / easy to brick event by dragging spiders into the room
    Carprin event in plane of decay: multiple triggered mobs
    Agnarr cycle in Bastion of Thunder: multiple triggered mobs
    all three trials in HoHA: multi-mob events/triggered mobs
    Vallon Zek in potactics: multi-mob event
    Tallon Zek in potactics: would need to check, but testing I did when the code was available on Test server indicated that inactive/warp mobs would reset the encounter lock
    Rallos Zek in potactics: triggered mob
    Fennin Ro: triggered mob
    Coirnav event in powater: multi-mob event/triggered mobs
    basically all events in poEarthA: ring events with waves, especially important will be A Mystical Arbitor of Earth
    A Rathe Councilman and Avatar of Earth in poEarthB: multi-mob event/triggered mob

    Gates of Discord:
    both raid events in qvic: multi-mob / triggered / inactive phase events

    That's all I could think of off the top of my head through Gates. Thank you for reading and taking action.
    A_Mini likes this.
  2. Vernal New Member

    On Oakywnd, FTE has been pretty solid for group content. Not being trained in your exp groups is a fantastic addition to the game.

    As far as the open world raid content, it doesn't make a ton of sense imo. Everyone racing for the tag and kiting around a raid boss is a lot less exciting than a good old fashioned DPS race. Bumping this post!
  3. A_Mini New Member

    Here is a more comprehensive list of Velious and Shadows of Luclin encounters, building off Aeth's original post and suggestion. Priority is given based on quality of loot and likelihood of an encounter being contested.

    Expansion: Scars of Velious
    Priority: High
    Zone: Kael Drakkel
    Encounter: The Avatar of War
    • Minimum Mob(s) to not include in Encounter Lock:
      • The Avatar of War
    • Other Mob(s) to not include in Encounter Lock
      • The Statue of Rallos Zek
      • The Idol of Rallos Zek
    • Reason
      • The Avatar of War spawns immediately after The Idol of Rallos Zek dies, meaning a guild could wait for The Idol of Rallos Zek to be killed and camp on top of The Avatar of War to get the first engage. This goes against the spirit of encounter locking, as one could view the whole cycle from The Statue of Rallos Zek > The Idol of Rallos Zek > The Avatar of War as being the encounter.
    Expansion: Scars of Velious
    Priority: High
    Zone: Temple of Veeshan
    Encounter: Vulak`Aerr
    • Minimum Mob(s) to not include in Encounter Lock:
      • Vulak`Aerr
    • Reason
      • Vulak`Aerr spawns when the last remaining Lord, Lady or Aarynorar is killed and Thylex of Veeshan is currently up. Vulak`Aerr should not be in the encounter lock system due to the force that is killing the last dragon to spawn Vulak`Aerr will be at minimum at 3 minute run from Vulak`Aerr’s spawn point. Giving another force that did not start the encounter to spawn Vulak`Aerr the ability to lock him by sitting at his spawn.
    Expansion: Scars of Velious
    Priority: Medium
    Zone: Plane of Growth
    Encounter: Tunare
    • Minimum Mob(s) to not include in Encounter Lock:
      • Tunare
    • Reason
      • Tunare is triggered by attacking her in the tree, and is trivial to keep ‘locked’ indefinitely. Meaning a force could easily lock it with 1 character and wait for people to arrive.
    Expansion: Shadows of Luclin
    Priority: Medium
    Zone: Ssraeshza Temple
    Encounter: Arch Lich Rhag`Zadune (Rhag Cycle)
    • Minimum Mob(s) to not include in Encounter Lock:
      • Arch Lich Rhag`Zadune
    • Other Mob(s) to not include in Encounter Lock
      • Rhag`Zhezum
      • Rhag`Mozdezh
    • Reason
      • Arch Lich Rhag`Zadune is the last to spawn in the Rhag Cycle, after Rhag`Zhezum and Rhag`Mozdezh are killed. Arch Lich Rhag`Zadune spawns in a separate area from Rhag`Mozdezh and should be raceable by the raid force that was actively completing the Rhag Cycle encounter.
    Expansion: Shadows of Luclin
    Priority: High
    Zone: Ssraeshza Temple
    Encounter: Vyzh`dra the Cursed (Cursed Cycle)
    • Minimum Mob(s) to not include in Encounter Lock:
      • Vyzh`dra the Cursed
    • Other Mob(s) to not include in Encounter Lock
      • a glyph covered serpent
      • Vyzh`dra the Exiled
      • Rhozth Ssrakezh
      • Rhozth Ssravizh
    • Reason
      • Vyzh`dra the Cursed spawns after killing a glpyh covered serpent, and then Vyzh`dra the Exiled. The guild that is engaged in and killing the two previous mobs should at minimum be able to engage and try to win the dps race on the last mob if another raid force shows up to try to attack Vyzh`dra the Cursed after they other raid has progressed the encounter.
    Expansion: Shadows of Luclin
    Priority: High
    Zone: Ssraeshza Temple
    Encounter: Emperor Ssraeshza
    • Minimum Mob(s) to not include in Encounter Lock:
      • Emperor Ssraeshza
      • A shissar wraith
    • Other Mob(s) to not include in Encounter Lock
      • Blood of Ssraeshza
      • Ssraeshzian Blood Golem
      • Grziz the Tormentor
      • Klazaz the Slayer
      • Zlakas the Slayer
      • Skzik the Tormentor
      • Nilasz the Devourer
      • Heriz the Malignant
      • Yasiz the Devourer
      • Slakiz the Malignant
    • Reason
      • This encounter starts by killing the Blood Golem and then needing to control the 8 other mobs that are in Emperor Ssraeshza’s room. The raid that starts this encounter will have to lock down these adds with mez and offtanks, causing Emperor Ssraeshza to spawn 3-6minutes after the golem dies. This follows the same reasoning the raid that starts the encounter should have a chance to kill the Emperor, and not lose that ability to another force that simply tags him first.Important: A shissar wraith’s spawn after Emperor dies and are the blocker to Vex Thall keying. These should also not be encounter locked.
    Expansion: Shadows of Luclin
    Priority: High
    Zone: Acrylia Caverns
    Encounter: Khati Sha the Twisted
    • Minimum Mob(s) to not include in Encounter Lock:
      • Phase 1:
        • a spell jammer
        • Warder of Life
        • Warder of Death
        • reanimated prisoner
      • Phase 2:
        • a spiritual arcanist
          • There are 3 mobs that have this name.
            • Vah Shir version WITH MoTM
            • Vah Shir version WITHOUT MoTM
            • grimling version
            • All three should not be included in EL.
        • a deathguard
      • Phase 2-3:
        • an elite grimling deathguard
        • Defiled Minion
      • Boss:
        • Khati Sha the Twisted
    • Reason
      • This is a multi-phase event that is easy to have griefed by one individual locking a mob and running around. Having mobs trained out of the encounter can cause weird behavior as well. Ideally all mobs associated are not lockable.
    Expansion: Shadows of Luclin
    Priority: Medium
    Zone: Akheva Ruins
    Encounter: Shei Vinitras
    • Minimum Mob(s) to not include in Encounter Lock:
      • Shei Vinitras
        • There are 2 mobs that have this name, the fake and triggered version.
          • Both should not be included.
    • Reason
      • This is another multi-phase event that requires killing a lesser non-loot mob to trigger the true encounter.
    Expansion: Shadows of Luclin
    Priority: Low
    Zone: The Deep
    Encounter: Burrower Beast (Ring Event)
    • Minimum Mob(s) to not include in Encounter Lock:
      • a Burrower Parasite
      • a rock burrower
      • a spined rock burrower
      • a stone carver
      • a core burrower
      • a parasite larva
      • a burrower parasite
    • Reason
      • This is another multi-phase event that requires killing all previous mobs and is trivial to fail if mobs are tagged and dragged out of the room by malicious players.
    Appren likes this.
  4. xxar Augur

    Please ensure that each of the above encounters are simply locked to the raid that spawned the encounter.

    I rather you refine FTE and iron out all the issues.
    Rijacki likes this.
  5. Btal New Member

    Sure, then they should fix it for all those different types of encounters before release or define how it should work and then provide knowledgeable in game 24/7 CS support to judge/juryquest it.

    Releasing what they have in place now won’t be a functioning game for OW raiding.
  6. manglered Lorekeeper

    or you could simply have someone waiting on the spawn to pull it problem solved ... this sounds more like a you problem than a dev problem
  7. AethDW Elder

    Effective trolling usually needs to have some element of believability. Anyone with even cursory knowledge of how these raids works will understand why "have someone waiting on the spawn to pull" every mob in the event so someone doesn't brick it for you is not a workable solution.
  8. Yinla Ye Ol' Dragon

    Or disable the events in Open world on Oakwynd and everyone only has one shot in AoCs.
  9. AethDW Elder

    Yep that's another possibility. EQ could go full circle from only OW to only instance raid content then lol. Whatever is done, though, just unleashing the current code onto the server isn't going to promote the reduction in CS tickets they said they were aiming for. May make for some good drama when AOW is always killed inside the arena, though!
  10. Fromp99 New Member

    Devs, please don’t listen to the OP request.
    Kraked likes this.
  11. Kraked Augur

    The OP just does not want someone snagging AoW / Vulak from under them!

    #DPSRACEBABY
    Time to load them necro boxes bois!
  12. AethDW Elder

    Those will just be toxic, but some of the other events mentioned will be essentially undoable OW if there’s anyone around except a single guild/raid. “Just aggro first” every mob in the Khati Sha or Coirnav event is not a realistic suggestion.
  13. Kraked Augur


    Velious will be the biggest issue in my opinion.
    AoW usually has people dpsing out of raid, so doubt that will be an issue.
    Vulak I can see being an issue since he is perma rooted and you can just sit behind a wall for your raid force to show up.

    Luclin/PoPower - From past experience you do not have people lining up to do OW Khati Or Coirnav.
    Coirnav maybe for the first week or two in order to get additional flags?
    Otherwise neither of those I believe will be as toxic as you believe.
  14. AethDW Elder

    First to tag AOW makes it inevitable that a lot of those will be contested in the pvp area...
    Laronk likes this.
  15. toasty4800 Elder

    Just popped in to see the discussion on the absolute dumpster fire that is FTE.
  16. Loki4567 Lorekeeper

    That actually sound ls mildly entertaining.
  17. AethDW Elder

    Ran a few tests I'll post up, but this is for example how the current code works for Tallon Zek.

  18. coltongrundy Augur

    That's not really a solution. It just shifts the problem left. When there are the last 2 lords/ladies up, each guild will encounter lock one and just try to hold onto it tanking and not killing it until the other guild finishes there's so they can kill last and be the one to "trigger" vulak and have it automatically locked to them. With most of them being perma rooted, it's very easy to just encounter lock one and not even have to tank it at all until its the last one up. Someone can even troll the whole server and keep it locked forever without killing it. It's almost like FTE is a terrible idea and everyone was right for calling it out when it was announced and the Oakturds who can't control their EQ addiction now have to deal with the consequences.
  19. coltongrundy Augur

    No it doesn't. You can easily tag him from outside of the pvp area or even tag him in the pvp area and immediately pull him out of it.

    The lock actually makes it easier to NOT fight him in the pvp area because whoever tags it can freely pull him out without the other guys taunting and pulling him back into the pvp area.
  20. Gobbet New Member

    If only there was a mechanism for guilds to have an instanced version of these raid mobs....
    #firstworldproblems