Project 1999

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-   -   Game Mechanics: Fleeing NPCs - Chance to flee (/forums/showthread.php?t=97265)

Pudge 02-07-2013 05:34 AM

Fleeing NPCs - Chance to flee
 
Hi, i was looking at some patch notes and came across this:

Quote:

Last week's patch caused NPCs to flee more than before due to a bug that was fixed. After evaluating the situation, we decided to reduce the chance to flee, but not to the extent that it was reduced before. NPCs were previously much more "brave" than they should have been.

As part of the same change, charmed NPCs also began fleeing when low on health. We've determined that this is not a good situation for the players. As such, we have stopped charmed creatures from fleeing per player request.
http://www.tski.co.jp/baldio/patch/20000928.html

Here we see that mobs did not either "always flee" or "always fight" as they do on P1999. Also not sure if the % they flee at was always the same (do they always flee at 20% on P99? on live, i think different mobs had their "chance to flee" check at slightly different %s).

quido 02-07-2013 05:43 AM

According to Yeahlights changelogs, if a mob can flee, it will always flee when it can if it is a green con to its target. Blue cons only flee when their target has 2.5x the hp (or more), while white, yellow, and red cons will never flee, though he admits he needs confirmation on white cons not fleeing.

How did it actually work on live?

Bamzal Sherbet 02-07-2013 12:12 PM

yeahlight sounds like a classic eq guru

Nirgon 02-07-2013 01:31 PM

Yes Jeremy, if you were low hp, the mob wouldn't flee and all of that looks correctamundo.

quido 02-07-2013 01:40 PM

That's how it is here, to a point. If a blue con would flee at 20%, do you really have to have 50% hp to stop it from fleeing? Or is it 2.5x based on the actual hp and not the %?


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