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  #1  
Old 05-03-2012, 12:42 AM
Slave Slave is offline
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Originally Posted by Deverell [You must be logged in to view images. Log in or Register.]
Mob run speed is a little faster here than on live, but not so much that it really changes much.
If that was the case, we would not have the 204th thread on mob run speed here that we are all now posting in.
  #2  
Old 05-03-2012, 02:40 AM
webrunner5 webrunner5 is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
If that was the case, we would not have the 204th thread on mob run speed here that we are all now posting in.
What he said.
  #3  
Old 05-03-2012, 04:36 AM
Destan Destan is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
If that was the case, we would not have the 204th thread on mob run speed here that we are all now posting in.
Yeah but not everyone posting in those threads is in agreement. Maybe the difference is many of you claiming it's out of control have been on project 1999 for so long you've forgotten what '99 was like. Mobs would run at a very similar speed if un-snared. I played a ranger from March of '99 to Velious, and that's just how it worked. Their run speed is hardly different, just fast enough to require focused chasing, just slow enough that you can keep up to melee them without sow.

If anything I'd agree with something another poster mentioned about their erratic movements. It does seem, but only sometimes, like they are bobbing and weaving a bit more than I remembered (which is part of why it seems 'challenging' to chase them down now). But this is why having a snare was a requirement in your dungeon groups on live. They would run, quickly, and bring adds. I know from experience, as a ranger every group I was in delegated snare duties to me. And if I failed, it would usually cause chaos. Until this patch I hadn't even seen the need to snare anything, since when it finally would run it would meander away like it had decided the fight was boring and was going to take a stroll.
  #4  
Old 05-03-2012, 02:58 AM
Spitty Spitty is offline
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Agreed. I haven't been on p99 in a while because it's freaking ridiculous currently and not at all classic/fun.

I had to be on root spam for every mob, because if I'm even half a second behind the damn thing will be out of range before my spell lands and I'm gating before the train comes back.

If this was classic, then I was playing another game entirely from '99 on.
  #5  
Old 05-03-2012, 10:13 PM
Safon Safon is offline
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Quote:
Originally Posted by Spitty [You must be logged in to view images. Log in or Register.]
Agreed. I haven't been on p99 in a while because it's freaking ridiculous currently and not at all classic/fun.

I had to be on root spam for every mob, because if I'm even half a second behind the damn thing will be out of range before my spell lands and I'm gating before the train comes back.

If this was classic, then I was playing another game entirely from '99 on.
Server is much better off without pansies like you. Stay out
  #6  
Old 05-03-2012, 03:23 AM
Supaskillz Supaskillz is offline
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Why are people spreading these lies about 1.5x normal run speed. This is obviously not true coming from someone who has done alot of playing since the last patch. I can chase running mobs and keep up unless they have sow. This feels pretty classic to me. Don't snare it, it gets adds, you wipe or evac.
  #7  
Old 05-03-2012, 04:15 AM
Llodd Llodd is offline
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What puzzles me is that such a fundamental part of the game has taken this long to implement.

All those who went befotre have been extremely lucky to have not had to deal with this.

ps. oh and has this really had an effect on server pop? seems to have go down a bit of late or is that just a natural cycle?
Last edited by Llodd; 05-03-2012 at 04:17 AM..
  #8  
Old 05-03-2012, 03:16 PM
Danyelle Danyelle is offline
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Flee speed and pathing are two completely different things.

Anything dealing with how fast the mob is running is flee speed. Anything dealing with where the mob goes when it runs is the zone's path grid.

If the later is your complaint, this thread should be about the path grid not being Classic. Not the flee speed.
  #9  
Old 05-03-2012, 07:16 PM
Slave Slave is offline
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The problem lies in the fact that the natural movement speed of the mobs is much faster here than it was in Classic. That is likely what is causing such discrepancies in flee speed from Classic flee speeds. It's also the probable cause of mobs to not become frozen at 0% speed while in flee mode from a Snare effect, which would be Classic: http://www.project1999.org/forums/sh...ad.php?t=72857

The natural movement speed of mobs here is NASTY faster than Classic. 10-15% faster for starters. If you had the lead, you could literally autorun in a straight line to the zoneline and win. Here you take 10 steps from nearly maximum cast range and they're up your ass, even with JBoots effect. Mobs should be EXACTLY as fast as players under most circumstances. There were actually those that were slower, ie beetles.

Combined with things like gigantic player hitboxes, tiny mob hitboxes, and flee speed while snared, well, these problems feed off each other synergistically and the end result is 204 threads of people expressing concern while others trollingly shit on them for not explaining the whole thing out in such depressing detail as above.
Last edited by Slave; 05-03-2012 at 07:18 PM..
  #10  
Old 05-03-2012, 09:48 PM
Teddie1056 Teddie1056 is offline
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Yeah, no amount of people saying "Lulz newb, you don't know what classic is," is gonna convince me. I was there too guys back in the day. I think I know the run mechanics.

I do think the dungeon sowed mobs are due to casters being able to see through walls.

I am glad that the put in the kick stun though.
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