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View Full Version : Game Mechanics: Mob not running at low health after last patch


Buellen
03-24-2014, 11:18 PM
Hello

Notice this behavior beating on a mob and it would not run at 20 percent or less health.

I thought that maybe the near by green mobs (a few steps from me)would make my mob i was engage with think it did not need to run (patched ??? to behave this way )


Then i tried it out with another lower level toon. a even con mob with no other mobs close by on it faction would not run away when it was below 20 percent health. Their was other mobs of its faction blue con to my lower toon but out of agro range a distance away.


EDIT:

So if a mob is within a few steps of another of its faction and you harmony / calm and pull it from its nearby friend it will not run at low health.

I did this repeatedly soon as you pull one form a camp and its not within a few steps of its friend then it will run when at low health

Haynar
03-25-2014, 08:37 AM
The range was a little big and is being reduced. But they should stick around if there are friends nearby. The big change was the friends do not need to be engaged. Before it also ignored them if they were green, which was also inaccurate.

H

Daldaen
03-25-2014, 08:54 AM
The range was a little big and is being reduced. But they should stick around if there are friends nearby. The big change was the friends do not need to be engaged. Before it also ignored them if they were green, which was also inaccurate.

H

Fantastic! Good change sir.

pharmakos
03-25-2014, 10:36 AM
perhaps you're already addressing it, but i think the way the Z-Axis is coded for this wasn't correct.

fighting frogs at NG in sebilis, with every mob in sight killed, the frogs still would not run. my guess was that they thought the illis directly beneath us (in the jail area on the way to king/juggs/trak) were near enough to help.... when actually its a pretty long swim to get there :)

Haynar
03-25-2014, 10:44 AM
The range is too big. I didnt change the range when i removed the requirement to also be aggro and green exemption.

After playing with it more I saw the problem with the range. Since I didnt change that, I didnt test. Then after doing more I saw that it needed tweaked. Changing it a few times. The final range I liked should go out in next patch. Typically its just outside the aggro and assist radius.

It also needed to be big enough to make quadding work.

I also spent time working on pathing in seb, so that should be out soon too.

H

pharmakos
03-25-2014, 11:00 AM
is there a line-of-sight check for it too?

Haynar
03-25-2014, 11:48 AM
Not currently a los check. That from memory, so might need to get more testing to prove if true or not. Only place to test is eqlive. I can say the range right now is huge. It might need seperate z and x,y checks.

So it might get more tweaks. But after next patch it should be more reasonable.

H

Buellen
03-26-2014, 01:32 AM
from memory it was line of sight on live during our era but here i had goblin king in runeeye around corner from 2 gobos and he didnt run

Buellen
03-26-2014, 01:49 AM
thank you haynar tested the distance and if i pull the mob far enough back it will run at 20 percent unless i have another mob next to it who is on same faction as it is.