Yeah, some type of configurable system would be nice. I'd really like to make some encounter on my custom server a bit harder than others, but like you said, it would require the entire server to kill them then. That just doesn't seem feasable atm, so I'll stick with figuring out min_dmg and max_dmg for now to make stuff. ;)
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What I'm saying is that it seems better to me that we try to emulate the combat and skills sections of eqlive as closely as possible. Mainly because they are so well understood and known. Then ya give the server ops the ability to tone down by mob or by zone. At present it is possible to turn down mobs but, not really turn them up to eqlive levels. If they were close to eqlive to begin with then just giving a mob or zone modifier would be easy. I'd like to have a few unkillable mobs around for people to work towards or fear even if they are 65 and have all the gear they can ever #summonitem.
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yep
I agree that a configurable system would be very cool. But in my opinion the mobs damage still needed some tweaking since they were a joke, You could solo like 25 Trakanon + 15 Tolapumj at once There is absolutely no challenge and it gets boring after 1 hour or 2. Now with the damage tweaking Trakanon hits for 400s and some players can still solo him or in a small group they can take him e.z. Why ? Because on EQ live the real challenge with mobs is their special attks, Spells , AoEs , etc... So even with more realistic damages the mobs won't be unsoloable. I agree though that it would be Cool to set it yourself.
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npc damage fixed
can someone please tell me how to do this? it says to past it in attack.cpp i dont know where that is.... any info would be appreciated please help, heh im getting sick and bored of sleepers tomb mobs hitting me for 80 =P
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hehe
It's up on version 0.4.3 of the Emu ;)
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