I think Aramid is correct.
Another thing I have noticed with this code is that snare doesn't seem to work the same as it did last time I played on live. Snare on a fleeing NPC on live would cause it to just turn around and stand there and not actually run at all. But, I have heard reports that all snares seem to do is slow them down slightly if at all. Also, it appears that if you adjust the rule_values setting from 20 down to 10, it causes all sorts of weird bugs with mobs just warping around instead of running and causing all kinds of craziness lol. My players weren't very happy after a day of that! Finally, I just went ahead and disabled fleeing by setting the rule to -1 and that seemed to work for disabling it. I don't know why setting it to 10% hps would cause the strange issues I was getting reports on, but it definitely seemed bad. |
My Wife still plays on Live (80 Warrior) and she said I was correct. Trev, you too are correct that if the mob was snared it would only turn around and not move, rooted of course would cause it to fight till the death.
Anyway, I wonder if it behaves this way on Wiz's system, Wiz? |
I think you guys are having memory leaks. ;)
Certain mobs were set to run whenever they felt their life was in danger. Whether that be 50% health, 20% health or 1% health. If the mob was snared, it would turn to flee, but would do so slowly until it got to a certain percentage (perhaps 10%) then would stand there, snared. You are correct that a rooted mob would turn and fight - as an ex-Wizard, it used to piss me off when someone would root my snared mob trying to help, thus letting it hit me. Undead, afaik, never fled. Take Drolvargs in Dreadlands and KC, definitely would try strolling away even if snared until they got to a percentage of health that caused them to stop in their tracks. Granted, this was some 6 years ago, so things might have changed. But this is how I made my career in EQLive as a wizard, so I am fairly confident I am not wrong about this. Lastly, on the subject of "early runners" - you had SoW'd mobs that could run away at 50% and gather tons of their buddies to come get you (Nurga/Droga/Guk, anyone?). You had lower level mobs that you could easily beat (Orc Pawns) that would take off in a random direction after getting to 50% and you'd have to chase them down. I am pretty sure some of the Luclin+ mobs did not behave the same - so maybe my memories are of the old world (when life was good). This is what I remember. If I'm wrong, I'm wrong. Shrug. |
Quote:
However, it does appear this was changed at some point. Trying it out on Live this morning did not result in the same behavior I remember. |
my server has fear, the kind thats a perma stun and it like it that way :D
sorry for not being helpful |
Quote:
Thanks CD. |
I had updated to the newest source, but never played. I just was playing some to test a zone, and realized the mobs were running away again when dieing - this is soo cool! I thought I'd never see this on the emulator. This is very needed too, adds much to the game/play challenge.
|
Just thinking out loud here, but when I played a Necro on live, I had some
favourite hunting spots where I knew if I feared a mob in a certain area, it would run along a certain path. E.g. in The Grey, a mob feared near the ZI (from Mons Letalis ?) would run along the zone wall to the left of the ZI. I am thinking that a new table which defines a square area and links this to a grid, such that any mob feared in that box would run to the initial (or nearest) waypoint on the linked grid and run back and forward on that grid until fear wore off. As long as there were not many such manually defined fear paths per zone, it shouldn't present much of an overhead, either in defining and linking the boxes and grids, or in doing the runtime calculations. Thoughts ? (Maybe only Necros would be interested in this :) ) |
Quote:
|
All times are GMT -4. The time now is 02:06 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.