Go Back   EQEmulator Home > EQEmulator Forums > General > General::Server Discussion

General::Server Discussion Discussion about emulator servers.
Do not post support topics here.

Reply
 
Thread Tools Display Modes
  #1  
Old 06-03-2008, 05:43 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

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.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #2  
Old 06-03-2008, 12:15 PM
Aramid
Discordant
 
Join Date: May 2006
Posts: 356
Default

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?
__________________
Random Segments of Code....
Reply With Quote
  #3  
Old 06-03-2008, 12:34 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

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.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 08:49 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3