View Full Version : Okay, I have to ask...
Mirakk82
06-23-2011, 12:26 AM
Sure I'm pretty new here but I've noticed a lot of purists wanting a 100% classic experience. Hell, I love it too, and that's why I'm here. But one thing bugs me..
What is up with mobs fleeing so late in combat (And so slowly)? Clearly this is intended, but it's 100% not the way it used to be. Is this a technical problem that is un-fixable given the coding the devs have to work with? It makes things like snare a laughingstock on this server instead of the integral part of group mechanics like it used to be.
How has this not been vehemently rejected by purist players? I combed the threads and couldn't find an explanation. Surely I'm not the only one who's befuddled by this.
Thanks in advance!
Sure I'm pretty new here but I've noticed a lot of purists wanting a 100% classic experience. Hell, I love it too, and that's why I'm here. But one thing bugs me..
It's not a matter of players wanting that, it's a matter of what the point of the server is based on the words of the people who run it.
What is up with mobs fleeing so late in combat (And so slowly)? Clearly this is intended, but it's 100% not the way it used to be. Is this a technical problem that is un-fixable given the coding the devs have to work with? It makes things like snare a laughingstock on this server instead of the integral part of group mechanics like it used to be.
How has this not been vehemently rejected by purist players? I combed the threads and couldn't find an explanation. Surely I'm not the only one who's befuddled by this.
Thanks in advance!
Couldn't tell you specifically why that is or isn't in or if it's even as far from classic as you think (memories get pretty skewed over the years)
But you need to remember that while the goal is 100% classic, they can't just push a button and make it happen. They start with a version of EQ that is incredibly far from classic, then meticulously code changes over time to make things more like the original EQ.
Rhambuk
06-23-2011, 02:06 AM
I remember snare being 100% required in groups, if you didnt have a snarer almost any mob that ran would bring you back a train. It doesnt seem to make almost any difference here.
but that is my memory and i have no 10 year old posts to back it up so whaaaaah
Auvdar
06-23-2011, 02:06 AM
I read this as "Please make druids somewhat useful again"
Fobbon
06-23-2011, 02:27 AM
The OP is correct. Mobs ran at ~20% health in classic (and right up until I quit somewhere around OoW), with the exceptions being undead, beetles, when a mob had at least one friend, and when your health was very low as well. Snare was absolutely vital in dungeons and close outdoor camps because for the first few steps a mob would be at nearly normal speed until you could land a blow or two. Unfortunately, I can't tell you why mobs flee at such low health here on p99, nearly eliminating the need for snare.
Doors
06-23-2011, 02:27 AM
Can't get every single detail right.
formallydickman
06-23-2011, 02:42 AM
mobs flee at such low health here on p99, nearly eliminating the need for snare.
I believe the magic number on P99 is 15%. At least it was 15% for every mob I killed after reading this post (mines of nurga and a few mobs in SK). It could be different for different zones or types of mobs, but 15% isn't really thaaaaaat far from 20%.
astuce999
06-23-2011, 06:32 AM
It's much more a matter of time and resources than willingness.
If someone gave them the code already made and tested on a silver platter, they would surely accept it.
They've already done a lot to reproduce the mob run speed (used to be much faster and non classic), they've also introduced low health aggro recently, as well as tons of other little tweaks like this.
cheers!
Slave
06-23-2011, 06:59 AM
The OP is correct. Mobs ran at ~20% health in classic (and right up until I quit somewhere around OoW), with the exceptions being undead, beetles, when a mob had at least one friend, and when your health was very low as well. Snare was absolutely vital in dungeons and close outdoor camps because for the first few steps a mob would be at nearly normal speed until you could land a blow or two. Unfortunately, I can't tell you why mobs flee at such low health here on p99, nearly eliminating the need for snare.
This post is 100% accurate on all levels.
Frytard
06-23-2011, 07:25 AM
lol i remember this too - druid/necros dont even mem snare in groups anymore - mobs use to run at sow speed and cause a train in seb
Striiker
06-23-2011, 09:00 AM
Hmm, true. I remember that now. I recall that snare was essential in many dungeons. The mobs on P1999 do run but at a significantly reduced speed. As much as it would pain me to see this fixed, I guess it should be at some point (and very likely will be). I recall that in dungeons a snarer was essential. Doing the Assassin camp in Lower Guk without snare back in the day was unheard of.. They wouldn't flee at SOW speed but they would flee quicker than they do now. Heck, I remember camping the hand without a snarer and having many frogs show up. This was also why we ALWAYS had the wizard or druid ready with evac (and I had to use it a few times back then while on my wizard). I don't recall being in any situations on P99 where evac was used.
Nedala
06-23-2011, 09:58 AM
I remember this too, never really thought of it until now. But i certainly remember snare was needed on most mobs so they wouldnt run awy in full speed.
bulbousaur
06-23-2011, 10:26 AM
Yeah, on live a snared mob that fled would turn to run and stand there. Here they actually are still moving rather than still.
Ektar
06-23-2011, 10:30 AM
http://www.youtube.com/watch?v=V0i1jtKOVTM
Galanteer
06-23-2011, 10:43 AM
is to bad, makes the game considerably easier in many circumstances.
Kika Maslyaka
06-23-2011, 11:11 AM
its all in "run at %"
Mobs run speed is naturally reduced when its health falls below certain % - just like for player.
When they start running at 20% hp, they can still achieve full speed, but if they lower than that, they will run more and more slowly.
Mirakk82
06-23-2011, 11:15 AM
It's much more a matter of time and resources than willingness.
If someone gave them the code already made and tested on a silver platter, they would surely accept it.
They've already done a lot to reproduce the mob run speed (used to be much faster and non classic), they've also introduced low health aggro recently, as well as tons of other little tweaks like this.
cheers!
This would make sense to me. I figured since they're using an already programmed client that things like this may be hardwired in, but that was an INCREDIBLY false assumption on my part. Really makes one appreciate the kind of effort going into this project.
Which is why I've been spreading the word! I've recruited 2 noobs who never played EQ but were regaled with tales of how much harder it was "back in my day" who want to give it a shot. I also got a friend who played in the day to come check it out now too.
baalzy
06-23-2011, 12:28 PM
Aye, what Kika said is true. They run at the proper speeds for how much health they have, it's just they don't start running until way later.
18% is the number I remember most vividly for mobs fleeing and if you read about high profile xp mobs in various places people will normally remark how 18% is when they'd run.
I've actually made mention of this problem many-many times.
Devs fix what they wanna.
please fix this and oh.......... RANGER LFG!!!!
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