taultunleashed logoescaping aggro exploit : EverQuest 2 Submissions
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escaping aggro exploit : EverQuest 2 Submissions

Posted: May 31st, 2005, 11:36 am
 
tault_methcrystalz

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Last edited by tault_methcrystalz on August 26th, 2005, 10:56 pm, edited 1 time in total.

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Posted: May 31st, 2005, 7:14 pm
 
tault_discoduck
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A: we've had this for quite a while
B: it was nerfed in the last big patch. Not only was it mentioned in the patch notes, but I died on 5/30/05 trying to escape sombody elses train (despite what SoE says, trains are still possible if the mobs are walkers). I know how to use it and had used it extensively in the past, so it was not a matter of my not doing it correctly...


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Posted: June 1st, 2005, 2:59 am
 
tault_methcrystalz

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I just used it like 15 times yesterday. Works fine for me.


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Posted: June 1st, 2005, 6:28 pm
 
Tault_nazeroth

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No, it doesn't work fine, it doesn't work at all. It was nerfed in the last big patch, just like Discoduck has said.


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Posted: June 2nd, 2005, 12:29 pm
 
Tault_nazeroth

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Nice write up Discoduck. I've moved it to Exploit Discussion, no need wasting good info here. :wink:
Link to new topic HERE.


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Posted: June 3rd, 2005, 5:56 pm
 
tault_methcrystalz

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Dont tell me it doesnt work cause I use it. IT Does Work if it isnt for you then your not doing it right. I have high speed cable, not sure if it makes a diffrence.


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Posted: June 3rd, 2005, 6:10 pm
 
tault_methcrystalz

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Just tested again and it works. The aggro will turn around and run at you if thats SOE's nerf. No big deal. This still gets me plenty of space between the aggro and myself, enough to escape. So nerfed or not, I use it successfully to escape with ease.


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Posted: June 4th, 2005, 7:46 pm
 
tault_discoduck
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(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
Update Notes: June 4, 2005 6/4/2005 4:00 AM

** Gameplay ***

- NPCs chasing players should be less likely to get stuck outside of the world and be unable to reach their target or return home. This should prevent most of the cases where players were getting stuck in combat mode until they logged out.
- NPCs in a broken encounter will now chase players the same distance as those in a locked encounter. Previously, broken encounters would end their pursuit at half the distance of a locked encounter.
- The way yelling for help works has been changed as follows:
- Typing /yell with no target or yourself targeted will now break all encounters to which you are locked.
- Typing /yell will always result in the "Player yells for help" message even if the encounter is already broken.
- Typing /yell with an NPC targeted should break that encounter (assuming the player is locked to it).
- Typing /yell with another player targeted will result in an error message.



-The EverQuest II Team


looks like they're still tweaking thier fix. Will test more, see what the new behavior is.


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