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Old 10-31-2008, 01:08 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
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Quote:
Originally Posted by ChaosSlayer View Post
the reason for crap load of paths is that all this data was update by tracking packets from live servers. And as a matter of fact we do not know for sure HOW soe does things on their end, so devs of emu can only try to code in such way to achieve simular end results.

It is posible that soe in fact only has very few actual paths, but utilizes some sort of variable variance which allows the spread those path around mobs.

ANother important thing to note that data was not recorded from live all at once - which results in multyple double readings. I have notiuced myself in number of zones packs of mobs who spawn on some spot and travels along same path on top of each other (I think Blood Fields have highest mobs per square feet I have ever seen- you literaly cannot run 10 feet in a straight line wihout bumping into a mob) - so yeah there could be some redundancy.

Presonaly I am very little concern with this- since I am running a custom server and from my perspective- all pathing is inherently wrong
so I take a zone- wipe everyhing and build from scratch =)

PS> I bet Sanctus Seru among most hideously overpopulated/overpathed zones- on live it was lag fest #1
That's absolutely correct. The vast majority of grid work is collected from Live, and many zones are built using 2 or more different logs. The excessive grids in PEQ is a huge cause of lag and any work done to help clean them up, or compress them would be more than appreciated.
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