Thread: Game Mechanics: Green NPCs should flee at 50%
View Single Post
  #7  
Old 05-25-2018, 11:30 AM
Rygar Rygar is offline
Planar Protector

Rygar's Avatar

Join Date: Nov 2015
Location: Minnesota
Posts: 1,968
Default

Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
They would do this even if allied mobs were nearby, making it super hasslesome. Right?

Or was this a test server only feature?
I admit that I don't remember 'social rooting' mechanics on live, but I wasn't a full on meta-mechanics junkie either (I mashed Taunt as a warrior as soon as it was off refresh cause I thought it earned me more hate).

That being said, I did find this mention on fleeing from Gordon:

https://web.archive.org/web/20010822...ve/arc52.shtml
Quote:
To Flee Or Not To Flee?

One of the most philosophical questions one can ask, at least in Norrath, was raised by Gordon Wrinn in the following thread:

Hello all,

I noticed a number of people here talking about the way that creatures decide to flee, referring to a change that went in with the last patch. After speaking with the programmer responsible for AI among other things, it's apparent that there was a change made while optimizing code that caused an "unintended fix" to the AI. Though no one sat down and said, "I'm going to make creatures flee more", that's the result.

Without going too far into specifics and formulae regarding the decision to flee, there are several "components" that NPCs use to determine how brave they are. One of the common ones that everyone knows about is the interrelation of hitpoints and level with the attacker. One of the other less-known components was using some uninitialized memory (memory space allocated to a variable that hasn't yet been 'set' to anything, and usually contains garbage) that had the effect of making NPCs much more brave than they should have been.

We are going to discuss this in the tuning meeting Monday, but my initial impression is that the AI is now working as it should, and I like how things are turning out so far.

What are your thoughts?

-Gordon
And from same link this quote (original thread he responding too no longer working, so not sure of the question):
Quote:
Mobs Fleeing
I haven't heard of this before. MOBs have been fleeing for some time, they just recently became more cowardly over all. I would imagine that if what you are suggesting happens, then it would have been happening before, if perhaps under more limiting circumstances.
It certainly 'sounds' like there is more to it than they flee simply if 25% blue or 50% if green. Dev comments are typically a grain of salt as they may be speaking to how they believe it 'should' be working or told from a programmer how it should work, but actual gameplay was different (not working as intended). However, these were gripes brought up from players reporting more fleeing than would be expected. But who knows, I would love to see any old videos if anyone has them to see if mobs would flee when in a social setting or whatnot.

Maybe there were some factors like 'if my HP drops below 50% in 10 seconds and I have 3+ folks on my hate list... I'm OUTTA HERE!!'. May never know the full truth.
__________________
Wedar - Level 60 Grandmaster (Retired)
Reply With Quote