• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Idea - /if stuck /nav return to camp

LurkMcGurk

BANNED
Joined
Jul 1, 2015
RedCents
9,632¢
So I noticed that anyone set to "puller" will have back to the camp if they get stuck outside of the camp but no other roles do.

I just started boxing melee characters and it can get quite frustrating when there's no Snare in the group and a mob runs 1 room over, melee follow to kill it - then all your melee jump into the wall between rooms after the mob dies until you manually move them through the door and back. During this time the puller usually gets unstuck since he has the glory of MQ2nav at his disposal and he pulls more mobs which usually trains the group since all the melee is stuck and well - GAMEOVER.


So, how about a feature that lets every kissassist role take control of the powers of MQ2 nav and return to their specific camp location once they are outside of camp?


P.S - Get 'Snare' isn't always an option when you play on the TLPs. If I was on Live it would be easy to solve this problem some other way. TLPs are a bit more ... well bland when it comes to the abilities available to you during that era.
 
sk,necro,wiz,druid,ranger You don't want to box any of these classes?.
I think we would let the mob run away and have the toon stay in camp before trying to nav back.
 
sk,necro,wiz,druid,ranger You don't want to box any of these classes?.
I think we would let the mob run away and have the toon stay in camp before trying to nav back.

There are even some weapon's I can use to snare - the issue is though the TLPs are retartedly restrictive on all of this. On live I can't think of a situation that this would ever be a problem .. but on the TLPs I even have trouble in my DRUID'S group cause one of his main DPS casts is a bracer clicky DoT from ToV which is an extremely long cast. I haven't been able to figure out how to get |dual| tags to work with the item to check for the debuff so he doesn't recast it. In some circumstances he opens with the bracer, casts a heal or a nuke and completely avoids using Ensare despite that being set at |99 as a debuff. In other circumstances two bracer casts generally last the entire duration of the battle.


Alternatively, mobs that summon or gate would also cause issue even if you do have a Snarer which a lot of my groups actually do have (both have SK tanks and necros). The issue is though that even with snare the mobs still run and sometimes the fuckers even have SOW. All they have to do is make it through a single door and the melee follows them and gets caught in the hallway/opposing room.


Maybe i am boxing the melee wrong since I normally only do casters. I don't see an alternative way to solve this problem though with melee. I mean shit - I have witnessed my melee chars jumping into a wall to try and get behind an enemy that's being tanked too close to a wall. Instead of just fighting him at the side or front they literally just run into the wall jumping throughout the fight trying to get behind him.


I guess these could just be the troubles of boxing melee in general *shrug*. I hope they make casters good again cause I much more enjoy that playstyle.
 
You can have this problem on Live as well depending on the zone. Some walls have "cubbies" which my melee's would get stuck in. So instead of making camp along a wall, I made camp out in the middle of the area. If possible, instead of camping in a little room, go and camp in a more open area or a long hallway so that your melees have a straight shot back to camp.


I don't think
Rich (BB code):
StickHow=snaproll rear(does not matter what I change this to)
works. No matter what I set it to within KISS, it always wants to snaproll rear. If I /stick set !front and /stick save, then it works. All my assist melees are set either just !front or !frontarc #.# so they spread around and aren't all trying to snaproll rear. Not using my rogues right now, but reading https://www.redguides.com/docs/projects/mq2moveutils/ not sure we can do something like behindarc anywhere between 160 to 260 degrees. Be nice if we could. All I want is for the rogue to be able to backstab and keep doing that, not fight to get in an exact spot. All I want my other melees to do is not get riposte damage. Right now I am powerleveling a couple new boxes and all my fights last between 1 to 3 seconds, so not really sure if bots fight for a spot depending on what I have their stickhow set to. Will check that out in a couple days.

edit: looks like just /stick behind or !front does that (bolded)
 
Last edited:
You can have this problem on Live as well depending on the zone. Some walls have "cubbies" which my melee's would get stuck in. So instead of making camp along a wall, I made camp out in the middle of the area. If possible, instead of camping in a little room, go and camp in a more open area or a long hallway so that your melees have a straight shot back to camp.

Normally I would just change where I make the camp too - right now though I am running LDoNs which are probably the likely cause of most of my issues. It's really tight small rooms and it's difficult to even get the tank to fight the mob inside the room sometimes. A lot of the time he bum rushes the mob as it's standing in the doorway. This guarantees that the melee get trapped in the other room post fight a majority of the time.


It at least brings me comfort knowing I am not the only person who has these issues!
 
For KISS, you have CampRadius in the General section, MeleeDistance in the Melee section and StickRange in Mq2Melee. Default is 30/75/75.

I have my melees set to Camp=30, MeleeDistance=45 StickRange=25. For my tank, I set his Campradius to 20, so that he is more likely to run back to the spot I started him at and be well within the radius 30 that all the others are at.

I think stickrange is what runs your melee/tanks out to a mob from camp. If you see your tank run back to camp and then rushes a mob before it even gets near the campradius, it's because of stickrange. I am not sure what the # represents. I was looking at it as being 75 feet, but it seems to be closer to 75 yards.

edit: thinking MeleeDistance and StickRange does the same thing.
 
Last edited:
There is no Dual in DPS. Try just the item and |once
DPS1=itemname|75|once
 
How about a downflag that checks you are not in combat, you are not in PoK/Guild lobby etc, you are running Kissassist macro, you have a nav mesh for the zone, you have exceeded X distance from your cleric (assuming he always stays in camp) and it will /target your cleric and /nav target.
 
Idea - /if stuck /nav return to camp

Users who are viewing this thread

Back
Top
Cart