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Old 01-13-2012, 03:26 AM
jimbop
Fire Beetle
 
Join Date: Dec 2011
Posts: 17
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Quote:
Originally Posted by Kikinaak View Post
Crushbone, you clear the orcs at the bridge, ready yourself to enter the citadel, and open the door cautiously.... and the entire throne room walks through the wall to say hi. Including fabled crush
Loading, please wait.

Thurgadin, all I wanted was some velium temper, I set foot in the room with the merchant and a train of 7 mobs from below the city jump through the wall and eat my face
Loading, please wait.

I'm seeing 2 problems here. These mobs should not even be able to see me to aggro (I certainly cant see them!) and even if aggro, they should not be able to walk through the walls. I dont see a whole lot of people complaining about this so I'm assuming its something I missed somewhere when setting up my server. Can anyone point me towards what I overlooked?
This isn't something missed in the compile or server setup. This is the way many of the old EverQuest zones functioned. I remember back in 2000 when I first started on the live servers, I was fighting in the Minotaur caves with my gnome magician in Steamfont. I also remember clearly what happened when I ran too far in close to Meldrath's area of the cave. This is just part of the drawback of the mob aggro code of these old zones since it didn't factor in line-of-sight and only factored in the radius around the mob. Others may know how to change this better in the code to correct these line-of-sight issues since I am only still learning myself how to modify the database, but I already know you will find you would have to change a lot of code to fix all the mobs that use this primitive aggro style.
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