Project 1999

Project 1999 (/forums/index.php)
-   Bugs (/forums/forumdisplay.php?f=6)
-   -   Game Mechanics: mobs fleeing (/forums/showthread.php?t=122168)

Amirite 09-15-2013 01:02 PM

mobs fleeing
 
Quote:

Originally Posted by nilbog (Post 1115444)
3. Npcs won't flee while their allies are fighting.

is this true for everywhere?

becouse in lower guk, all the frogs flee when under 22ish% hp even if i have more then one.

i do remember on live them not fleeing, as i would pull a 2nd mob to keep one from fleeing.

nilbog 09-15-2013 01:26 PM

In Lower Guk, I pulled a zol knight and 2 vis ghoul knights.

I damaged the zol down to 4% hp. It continued fighting along with the Vis Knights.

I feigned death, and the zol fled.

Velerin 09-15-2013 01:43 PM

I've noticed if you pull 2 at once the first will fight to the death, but if you pull 1 then the second aggros later the first will run. I assumed thats how its supposed to be?

kaev 09-15-2013 04:48 PM

They should not flee unless green con or their buddies are mezd.

Amirite 09-15-2013 06:33 PM

Quote:

Originally Posted by kaev (Post 1115784)
They should not flee unless green con or their buddies are mezd.

so level affects it? becouse 1 mob always flees for me

Motec 09-15-2013 07:01 PM

Level only affects it due to aggro. If mobs are not assisting they flee.

If you pull a mob. And B mob assists A, they won't flee when low (whichever is low), unless the other mob is mezzed with a blur component that lands.

If you are level 60, and pull a green mob, and then pull another green mob. A and B, both will flee, because they are not assisting each other. In this scenario the simple solution is to spread the aggro to a 2nd person with a buff and sit down (effective lvl1, which causes one to mob to assist the other even though they are both engaged, think of it as a tertiary aggro), or have someone within frenzy range of the mob get on the hate list of one (like a level 40 or something). Or just pull them in a way that makes the other mobs assist. Such as with fear/snare/root/send a lower pet and sit.

Level is irrelevant. Only frenzy aggro based on level.
Proximity is irrelevant. Only frenzy range matters based on level.

You can't just keep a mob in camp nonstop to stop others running either, you need to mem wipe the fresh pull that just came in so it assists the one sitting in camp.

Very, very obvious and simple game mechanic. How are you people so inept at a 14 year old elf simulator.

Yinikren 09-16-2013 08:48 PM

Quote:

Originally Posted by Motec (Post 1115907)
Very, very obvious and simple game mechanic. How are you people so inept at a 14 year old elf simulator.

This was necessary because...? Jesus, its a bug report. I was grouped with Amirite in lguk and was about to report my same findings. On live, as long as we had two mobs in the camp then the ones that would normally be fleeing stuck around, regardless of when they were pulled. Not sure if it was a truly classic mechanic or not.

Calm down.

baramur 09-17-2013 10:52 AM

Wrong, wrong, and wrong.

If you pull 2 mobs and 1 is green and 1 is lb or higher, the green mob will not run at low health if the lb/blue mob is still fighting. If you kill the LB/Blue mob first it will flee. Neither scenario is correct. When you have 2 mobs on aggro list in proximity of who is aggro, neither should flee, but once again only way a mob will not flee is if it has a buddy that is lb or above in con.

2 greens, both will flee.

1 green, 1b. If kill lb first it will flee, if kill green first lb will not flee.

2lb no flee.

Motec 09-17-2013 07:11 PM

Quote:

Originally Posted by baramur (Post 1117781)

2 greens, both will flee.

Wrong, You have no concept of what is happening and assist mechanics in game, nor factions. Your statements above are both vague and very broad stroke lacking any context as to the exact scenario you describe.

Scenarios, to break it down for you.

Primary Aggro
1. If you pull two green mobs, both will flee.

Little johnny is in sol a on his 60 monk. He attacks a goblin, and then attacks a 2nd goblin. Both goblins will flee, as neither goblin is assisting

Tertiary Aggro
2. If you pull 1 green mob and have another green mob assist it, neither will flee.

Little johnny is in sol a on his 60 cleric. He attacks a goblin and roots in, then runs into another room past some other goblins and sits. When root breaks, the other goblins assist goblin #1 as it comes to belt on poor cleric, and none will flee until the last alive.

Tertiary Aggro Limitations
3. A mob can not assist a mob who is only aggro'd through tertiary means.

Little johnny wants to pull a single mob, through a pack of 10000000 other mobs on the same faction. He roots mob A, mob B assists mob A and runs after little johnny. Little johnny is now free to run around and no other mob will ever assist mob B, regardless of his actions unless it is from primary aggro means. This will extend until such time as a primary aggro is established on mob B, such as a spell, melee damage or someone casting on the first person. Mob B will flee on project 1999, but not on live/mac due to the assist ranges here being odd.


Viable Target Limitations
4. A mob will not assist other mobs, on a target it considers too low to be a viable threat. (note: Pets are innately on owners factions on p99, unlike live post velious I think it was when you could use this to split just about anything in the game that woulnt 1 round a pet).

Little johnny the 60 mage is non kos in chardok, & sends his fully buffed level 20 earth pet in against Overking Bathezid. Overking doesnt see the pet as a viable threat (nor does any of the mobs in his room) and as such attacks the pet solo. As long as threat is never transferred to a higher level (the pet dies, someone casts on mage etc) he will come solo. Little johnny keeps his pet alive with cleric/shaman buffs, and an elixir to do so, and uses his earth pet because it can cast from out of melee range before being backed off.


Faction is an entire different topic all together for another thread.

What is interesting on P1999 is the range limitations however. It seems the 'noflee' coding has a proximity limitation of about the frenzy range of the mob. On eqmac, and on live the limitation of distance was far greater. You could root pull (see #3) mobs through seb or HS and run it back a few hundred feet (to camp) and it would not flee. I always found this curious, being a cleric with a tendancy to do stupid and outlandish things without snare in my arsenal except a clinging darkness clicky.


Flee is based simply on what I would guess is a bit of code saying something like:
Flee If >20%hp AND no assist.
NoFlee if >20%hp AND assist.

Obviously im no coder, but the premise is simple.

Assist mechanics, factions, aggro ranges and assist limitations are absolute core fundamentals of the game. Go experiment.

Motec 09-17-2013 07:20 PM

Also note, the mob levels are irrelevent. Only their faction, social status, and current aggro status. VP trash still behaves identical to goblins in misty thicket.


All times are GMT -4. The time now is 10:16 AM.

Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.