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#1
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#3
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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. | |||
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#4
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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. | ||
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#5
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#6
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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.
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#7
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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? | ||
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Last edited by Llodd; 05-03-2012 at 04:17 AM..
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#8
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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.
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#9
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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. | ||
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Last edited by Slave; 05-03-2012 at 07:18 PM..
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#10
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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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I have retired from the cap making game.
Teddee Bearfoot - 60 Halfling Warrior Hehateme - 60 Iksar Monk Freddee Bearfoot - 60 Halfling Druid Spooee Bearfoot - 60 Halfling Cleric <Gravity> | ||
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