Project 1999

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-   -   Game Mechanics: Mobs don't flee as intended (/forums/showthread.php?t=70883)

Metallikus 04-05-2012 12:45 PM

Mobs don't flee as intended
 
I couldn't find a thread concerning this, im sure it has been brought up somewhere tho, and if not I can't beleive it, but:

Mobs do not flee soon enough or their movement speed isn't what it is supposed to be at low HP.

On live, a group in sebilis almost always required a snarer in the group or you were doomed to train yourself. Frogs would run away at low hp at full speed if they were not snared.

On p99, the mobs either don't flee, or walk away at low hp. Snare is not required in so many situations were it would have been on live.

Obviously it is less annoying for the mobs to not run away and train everything, but it's not classic.

Rogean 04-05-2012 12:47 PM

Part of the issue in Sebilis was that almost every mob had SoW. Not sure if that's taken into account in the code.

happyhappy 04-05-2012 05:20 PM

Considering that here monsters cast spells appropriate to their level, higher than on live, maybe they don't cast sow as often since it's a level 9 spell?

Zapatos 04-05-2012 07:50 PM

While not as classic of a server as you'd like, eqmac still stands as a good example of where mobs like to run run run when they start getting low, not just wait until they 'crawl' away at the end of the fight like they seem to do here. Many crazy times in the dungeons there...


This would be an interesting fix to put in though. Would certainly give more value to druids/rangers who certainly need a hand in the upper level grouping scene.

Hitpoint 04-05-2012 08:27 PM

This seems to make sense. I remember on live we usually wanted a snarer for groups. I can honestly say that after leveling to 55, and grouping in basically every dungeon, my groups have neither needed nor purposely looked for a snarer. There are definitely mobs that flee here, lots do, but many of them seem to just walk away slowly instead of run.

Metallikus 04-06-2012 09:58 AM

Quote:

Originally Posted by Hitpoint (Post 612395)
This seems to make sense. I remember on live we usually wanted a snarer for groups. I can honestly say that after leveling to 55, and grouping in basically every dungeon, my groups have neither needed nor purposely looked for a snarer. There are definitely mobs that flee here, lots do, but many of them seem to just walk away slowly instead of run.

I'm suprised this has not ever been brought up before for the sake of grouping wizards, rangers, druids, or in a pinch SK/Nec.

Also, im sure this has been brought up before but root overwriting snare in classic/kunark didn't last this long. Root should not overwrite snare and should be a seperate buff slot used.

SirAlvarex 04-06-2012 10:22 AM

Quote:

Originally Posted by Metallikus (Post 612770)
I'm suprised this has not ever been brought up before for the sake of grouping wizards, rangers, druids, or in a pinch SK/Nec.

Also, im sure this has been brought up before but root overwriting snare in classic/kunark didn't last this long. Root should not overwrite snare and should be a seperate buff slot used.

Root actually does overwrite snare. This was changed awhile ago. In fact, Selo's also used to overwrite root aswell. I did the research in this bug post

Tasslehofp99 04-07-2012 09:24 AM

Root does overwrite snare, snare does not overwrite root. I seem to remember this being done away with in velious, for the sake of druids/necros who have the epic and how useless the clicky is with the root/snare stacking issue.

Noselacri 04-07-2012 10:46 AM

Quote:

Originally Posted by Rogean (Post 611968)
Part of the issue in Sebilis was that almost every mob had SoW. Not sure if that's taken into account in the code.

That should be the case in almost any dungeon. Shaman mobs are all over the place in Guk, SolB, Paw etc. but the mobs still wander away slowly when low instead of running. It's clearly a game mechanic issue, not a matter of them being SoWed or not.

Daldaen 04-07-2012 12:46 PM

It may perhaps be that shaman mobs are not casting it because NPCs are forced to follow the outdoor restriction which isn't classic but I haven't bothered checking if the mobs have SoW or not.

To echo the OP, groups definitely used to look for a snarer, and you had to make sure you snared early because as he said the mobs would run and create very large trains if you didn't. Definitely classic.


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