Jousting?

doodlums

Member
I've never been able to get this feature to work and I thought I would give it another try.

This is what I THINK is supposed to happen:
-All my toons have "Move to Area" and "Move into Melee" turned on
- I bring them to a safe spot and push CS-JO-JI (or CS-Dft)
- I push "Joust In" because I want them to kill something with me
- When I want them to move back to the safe camp spot, I push "Joust Out"
- When its time to bring them back to melee range, I push "Joust In" again

That should work, right?

Currently what happens is:
- All my toons have "Move to Area" and "Move into Melee" turned on
- I bring them to a safe spot and push CS-JO-JI (or CS-Dft)
- I push "Joust In"
- My tank (who I play and has the MCP on her screen) moves, but no one else will
- I pull the mob thinking my group is jousting in behind me and my tank dies in a spectacular fashion

Apparently, the parameters for turning joust off of my tank won't work for me either, which will make jousting out interesting should I ever get that far!

What am I missing?
 

Ebofu

Well-Known Member
Same thing happens to me, I just use come2me and they find the mobs back pretty quickly,
not ideal so I'd also appreciate insight into this feature.
 

doodlums

Member
Unfortunately, Come2Me is only half a fix for me. They'll start to come to me, but the general "Move to Melee" positioning script will override the command and they'll run back to the mob. Sometimes they won't move at all like the combat script overrides all the movement commands I give to them through the MCP =/ In order to get my crew to move while in combat I have to target myself, spam Come2Me, and hope they get the message.
 

bjcasey

ISX Specialist
On your tank, turn off move to area. There are only a few special circumstances that you should have that on your tank.

Second, CS-JO-JI is just a pre-set CS-DFT. It will Campspot healers, mages, scouts, joust them out and then joust the scouts in. If you are using this one it won't matter if you have move to melee on your healers, the aren't going to move. If you want your healers to move too (bad idea IMO cause I never have my healers or mages move) then you need to use CS-DFT and apply the campspot to everyone.
 

Quigly4000

Active Member
In the setup tab, see what you have entered for "NPC HP to move into attack range"

Your guys won't move if the mob you're pulling isn't below whatever % health you have in there, unless you have ignore npc hp to move selected in settings.
 

battleaxe

Member
It's either as Quigley mentioned, the health percentage isn't low enough for them to 'engage' and move in, or they are too far away.

1. You can avoid the health issue by enabling the ignore options from the settings tab. Note, be careful with that.. you don't know how many times I've been killed by guards because I've stupidly left that on. The non-movement happens to me too so I changed the defaults in the setup tab to 99%, so even a simple auto-attack is enough to engage the bots.

2. You're campspot may be too far away. There is a range limit to the move into melee option. More then likely this is not the case as the range is pretty decent, but I thought I would mention it anyways in case the above didn't help.
 

doodlums

Member
Okay, so if I have the "%NPC HP to move into attack range" set to 99%, they won't joust in unless the mob is at 99%.

So that means I can't pull them with me away from the camp spot pre-pull without cancelling out the camp spot entirely, right? So the process is: I camp my group, I have to run in, pull the mob, get it to 99%, and then the rest should join me up to 125 meters away after I'm in combat. I can't set the spot, bring them over with me, then engage the mob.
 

Kannkor

Ogre
Okay, so if I have the "%NPC HP to move into attack range" set to 99%, they won't joust in unless the mob is at 99%.

So that means I can't pull them with me away from the camp spot pre-pull without cancelling out the camp spot entirely, right? So the process is: I camp my group, I have to run in, pull the mob, get it to 99%, and then the rest should join me up to 125 meters away after I'm in combat. I can't set the spot, bring them over with me, then engage the mob.
No...
Using CS-JO-JI as an example.
When you press it, the following happens:
Priests - Will never ever move. Ever.
Mages - Will never ever move. Ever.
Scouts/Fighters - Will move when the NPC's HP are under the threshold, and they are within the move into melee range thresholds are met.

YOUR PRIESTS AND MAGES STILL WILL NOT MOVE.

This isn't eq1, you don't need to make a 'camp spot' and pull mobs from across the zone. Put your campspot semi close to the mobs, say 40 meters away. Run your tank out 20 meters, and fire off an arrow. Now you're still in heal range the entire time. Once you get the mob to the HP threshold (99%) and they are within melee range, your scouts will engage. Note: Your priests and mages will not still move.

If you want your scouts to back off, you press 'Joust Out' (Jst-Out?) - and they will return to the campspot (along side your mages/priests, that still haven't moved).
When you are ready for your scouts to re-engage, you can hit 'Joust-in' (Jst-In?) - and as long as the HP threshold (99%) and the melee range move thresholds are satisifactory, they will move and engage the mob. Your priests and mages, still will not move.

I highly recommend you go into a guild hall, use a training dummy, and test, get a feel for how it works before using it on real mobs. This will save you a lot of frustration.

P.S. Your priests and mages, still won't move.
 

bob_the_builder

Well-Known Member
Can I add a question to this thread? Its still about Jousting

- When the mob is dead the scouts (the jousting toons) don't automatically move back to the CS. I have to hit JOUST-OUT in order for them to move back.

Working as intended?

I just would have thought after combat everyone would move back the the CS



BTW, you can use UPLINK CONTROL to toggle the "Ignore 99% HP". If you want your toons to start moving before 100%
--- I think its the other button in Uplink... "Ignore to move".. anyways, one of those works to remove the 99% constraint
 

Kannkor

Ogre
- When the mob is dead the scouts (the jousting toons) don't automatically move back to the CS. I have to hit JOUST-OUT in order for them to move back.

Working as intended?
Yes, as intended.

Because when would be the appropriate time to joust out? You can't do it after each mob, if you have more than 1. 'could' do it any time not in combat, but if I'm rapid pulling, there's no reason for the scouts to continually run away. Some times I do a joust in to place my scouts in specific spots etc.

Basically, there is no AI for it because it's a preference. I may consider adding an AI option... but then people will complain it's not how THEY want it :p We'll see.
 
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