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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.
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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 :) ) |
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