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  #11  
Old 06-23-2011, 09:00 AM
Striiker Striiker is offline
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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.
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  #12  
Old 06-23-2011, 09:58 AM
Nedala Nedala is offline
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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.
  #13  
Old 06-23-2011, 10:26 AM
bulbousaur bulbousaur is offline
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Yeah, on live a snared mob that fled would turn to run and stand there. Here they actually are still moving rather than still.
  #14  
Old 06-23-2011, 10:30 AM
Ektar Ektar is offline
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http://www.youtube.com/watch?v=V0i1jtKOVTM
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  #15  
Old 06-23-2011, 10:43 AM
Galanteer Galanteer is offline
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is to bad, makes the game considerably easier in many circumstances.
  #16  
Old 06-23-2011, 11:11 AM
Kika Maslyaka Kika Maslyaka is offline
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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.
  #17  
Old 06-23-2011, 11:15 AM
Mirakk82 Mirakk82 is offline
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Quote:
Originally Posted by astuce999 [You must be logged in to view images. Log in or Register.]
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.
  #18  
Old 06-23-2011, 12:28 PM
baalzy baalzy is offline
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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.
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  #19  
Old 06-23-2011, 01:05 PM
Duie Duie is offline
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please fix this and oh.......... RANGER LFG!!!!
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