View Full Version : Game Mechanics: NPC Pathing and Feign Death
Azzbad
05-29-2011, 06:05 PM
Certain NPCs are pathing back to spawn point immediately aggro is feign deathed. In my small observations I have seen all npc casters path away immediately while NPC melee are staying put as they should.
kanras
05-29-2011, 06:35 PM
If they're re-aggro'd pathers, this would make sense. If they're resetting to their spawn points and are then pathing away immediately after FD'd, something's wrong.
Slathar
06-01-2011, 02:31 PM
Confirmed that this is happening with melee mobs. Specifically boogeymen, scarelings, shiverbacks and every other melee mob in fear.
I would FD and immediately the mobs path back to their spawn.
Susanbanthony
06-01-2011, 02:33 PM
Also witnessed this happening with FGs in solb (though I wasn't the puller).
Zeelot
06-01-2011, 02:50 PM
Yeah, most NPCs path back immediately after FD; on very rare occasions they will stand still before pathing.
Enderenter
06-01-2011, 04:17 PM
This was happening with non-pather mobs in Chardok last night, the monk in my group was saying that it started happening after the latest patch - and apparently the issue is not only occuring in Chardok.
this only happens on mobs that are being reagroed after a sucessful FD, by the way. (Independant of if they were roamers or statics)
You pull mob A and B, you feign death. They will stand there and eventually path back, you get back up, reagro them (and get an add C). Then you feign death again. Mobs A and B will start walking back immediately (add C will stand there and eventually path back). If you now get back up and agro A, B and C and feign death again, they all walk back immediately. etc etc
certainly not how it worked back in classic.
BTW, i would really like to write up a post explaining how FD actually worked on live. There was a buttload of different factors such as:
- roamer / non roamer
- direct / indirect agro
- reagroing / chainagroing of mobs that are walking back to their spawnpoint
(- chained mobs - pretty sure this wasnt in the game until PoP)
and many more that i can't explain in a few words
The question is, in what scope this is even possible to implement, pretty sure there might be EMU restrictions to what you can/can't realize
What I don't want to do is spend 5+ hours compiling a post that makes sense to both me and you, and then find out it's not possible to implement it anyways.
PS: I've played on Shards of Dalaya as well, and they also didn't manage to "recreate" the original way FD worked.
They damn near had it during Kunark Beta. No idea why it was scrapped.
its just sad when people bash on monks all the time because FD is "OP" or whatever. The bottom line is you got to make the best of every situation. And even this new bug, when used correctly can be exploited in one way or another to pull. You can adapt to nearly everything
h0tr0d (shaere)
06-02-2011, 02:06 AM
Yup this is an issue. I tag mobs, FD. They behave as normal. Stand , re-aggro, fd and every time without fail they ALL immediately path back to spawn.
kanras
06-02-2011, 01:01 PM
Fixed, pending update.
this hasn't been fixed it seems, and the fact that FD got changed with last patch makes this bug a real game breaker. You used to be able to "play" with your agro once they pathed back to actually make a split happen, now when you pull 2 statics you basically have to hope they outrange each other the first time they start walking back, or you have to start from scratch. NOT classic
Treats
06-14-2011, 11:40 AM
this hasn't been fixed it seems, and the fact that FD got changed with last patch makes this bug a real game breaker. You used to be able to "play" with your agro once they pathed back to actually make a split happen, now when you pull 2 statics you basically have to hope they outrange each other the first time they start walking back, or you have to start from scratch. NOT classic
That most certainly is classic. When you first aggro stuff there is a random time on how long they will stay put after a successful feign. If they both start walking back and you reaggro BEFORE they reset, they will walk back immediately after you feign again EVERY single time. Most high end Velious mobs (Temple Of Veeshan/Sleeper's Tomb/Kael) would never stand over you for more than a second after you feigned, if that.
If it were that easy to pull stuff you would never have needed another monk in high end zones to split and separate.
dragolyche
06-14-2011, 01:50 PM
Classic, not classic.... ok, i love EQ classic game mechanic, but we could ask the question, if a patch brings some intelligent changes. If the patch brings feature usefull for gameplay.
Some classics features are useless, or stupid (for ex : war who can t taunt mob 55+.When yu know war in kurnak is the best tank in raid, they can t taunt raid target....)
Maybe, With hindsight, we can choose the good features not the worsts.
Peace.
h0tr0d (shaere)
06-14-2011, 02:10 PM
Kanras said fixed pending update...was this fix supposed to go in on Monday's patch? Because if it was it did not work.
Deathrydar
06-14-2011, 03:03 PM
Kanras said fixed pending update...was this fix supposed to go in on Monday's patch? Because if it was it did not work.
He stated that it was fixed pending update after Monday's patch I think.
Oh, btw, this is my 300th post! Do I win the game?
naekko
06-14-2011, 04:39 PM
He stated that it was fixed pending update after Monday's patch I think.
Oh, btw, this is my 300th post! Do I win the game?
Can you not read dates? He posted on the 2nd. Monday's patch happened on the 13th.
kanras
06-14-2011, 06:16 PM
I wasn't fixing what apio was talking about, for the reasons that Treats mentioned. Sorry for the misunderstanding.
h0tr0d (shaere)
06-26-2011, 08:57 PM
Still busted
Personally not seen them stay still at all post-FD; they return to their stations immediately, even on first pull. Mostly been doing tis with sarnaks in the ruins at OT.
Also apparently if I try to FD off some of the random roaming aggros, they'll always be running back later to bite mah in the rear.
Personally not seen them stay still at all post-FD; they return to their stations immediately, even on first pull. Mostly been doing tis with sarnaks in the ruins at OT.
Also apparently if I try to FD off some of the random roaming aggros, they'll always be running back later to bite mah in the rear.
If you agro 2 mobs that are statics (who have never been agroed before, ie: just spawned), and FD, they walk back immediately at the moment. If you let them reset and pull again, they somehow are "debugged", and it won't happen again UNTIL they start walking back on their own, as explained in the OP.
Can someone confirm that /q out doesn't kill you anmore, once you got agro ? I died on numerous occasions doing it in the past so I have rephrained from doing that for a long time. With FD now being truly classic, you would have to "fix" that issue, or you basically gotta kill yourself everytime you get bad agro, and want to get rid of it. (or zone, but thats not an option for pulling in the Planes)
Reppy
06-27-2011, 09:54 AM
In classic if a monk fought a mob with a add then fd, the one that took damage would stick around alot longer here they both path reguardless if you fd, ALso even if they do return to the spawn points on a successful Fd, when i stand up they re aggro without even hitting them. That is not the way I remember, I know FD memory wipe did not work 100% of the time but seems like it is not working what so ever, was in KC yesterday and ended up training myself after a fd and warrior tagged I stood up after the mobs returned and boom i get a train kinda crazy.
h0tr0d (shaere)
06-27-2011, 02:04 PM
Yup this is an issue. I tag mobs, FD. They behave as normal. Stand , re-aggro, fd and every time without fail they ALL immediately path back to spawn.
Still happening.
And Reppy if they returned home they cleared aggro. The way they wouldn't is if a roamer re-aggroed on standing and brought him. If the static mob remembers, it is borked. I have noticed sometimes when mobs return home, they become invisible until aggro. I walk into Tranix's room knowing there are 2 fire giants there, both static with one on the right one on the left, but I only see the one on the right. I tag the right one, and as he comes to the middle he aggros the left one and when it starts to run THEN I see it. FD, watch them return home and sometimes one of them becomes invisible at the spawn point. Standing under the world or something? Maybe that is why they aren't resetting and clearing aggro, iono.
Reppy
06-28-2011, 08:42 AM
The mobs are at there spawn point and they return when I stand up; it does not matter if i was fd'd for 30 secs or 10 mins it will reaggro on me again. It is like the whole memory wipe is not working at all, yet in other post people state it is.
h0tr0d (shaere)
06-28-2011, 03:19 PM
I have experienced this some... I think it may have to do with them not being at 'home', part of the they are invisible thing. You sure it isn't a roamer nearby aggroing as he comes back for you?
kanras
06-29-2011, 11:44 AM
The issue where mobs would randomly ghost past their spawn points and eventually appear invisible on the clients should be fixed, pending update.
Reppy
06-30-2011, 12:26 PM
Was in KC yesterday Pulling from Dog tower for group and during some points even being fd and mobs return to there spawning points i would grab aggro upon standing. It comes and goes i have had it work correcly and then not work at all so not real sure what is going on with this. It just seems broken still but has gotten a little better whatever has been changed still needs to be tweaked more think we are almost there lol
h0tr0d (shaere)
06-30-2011, 01:51 PM
Thanks Kanras, any word on the fact they all immediately return home after a successful FD?
h0tr0d (shaere)
07-01-2011, 06:45 PM
le bump.
Tulvinous
07-05-2011, 12:58 PM
Thanks Kanras, any word on the fact they all immediately return home after a successful first FD?
Still happening ^ (the notes about doing damage to one npc and having it stay longer is not currently an active modifier)
Also used fd 5 times on a static dungeon npc and wouldn't reset before returning home yesterday. /claps
h0tr0d (shaere)
07-12-2011, 07:20 AM
Yeah I don't think this was fixed with the latest update. Was having issues with 2 static mobs going home but never resetting today.
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