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View Full Version : Game Mechanics: NPC 'say' distance


nilbog
03-02-2013, 11:55 AM
I believe npcs on p99 can be 'heard' at a farther distance than they should.

Assuming all npcs have the same distance which their say text is visible, I'd like to know the difference on eqlive or eqmac.

Example: gates of qeynos2. Guard Weleth walks around talking about crates. How far outside the gates should this be noticeable?

Has anyone else noticed npc aggro messages being heard at a farther distance than they should? Hailing, interacting with a vendor, etc.

Low priority, just want to know.

Itap
03-02-2013, 12:01 PM
How about PCs? As an example, if Im in EC at tunnel entrance, i can read say messages between PCs from T1. Seems like a pretty far distance. If working as intended, I apologize.

The only example I can think of for NPCs are specs in oasis. When someone runs up and aggros one, i can see the message (Its rangers like you who have ruined our lands!) from a pretty far distance.

nilbog
03-02-2013, 12:06 PM
PCs and npcs alike.. may be wrong. My stint on eqemu gave me the impression it's farther than it was on eqlive. Just curious what it should be.

baloen
03-02-2013, 12:07 PM
I have no concrete evidence, but I do feel like, when in Highkeep, that even when killing goblins, I see NPC "say" text for way more NPCs on the upper floor than I remember on live.

-Taelara
03-03-2013, 07:50 PM
It's definitely further than it was on live. On live the say distance was about half the distance of fog, maybe 75-100. Not sure what the actual number is in the emu code, but it seems to be 30-50% further than it should be.

Nirgon
03-04-2013, 12:37 PM
They need a slightly longer time frame for multiple /say acceptance on a scripted quest.

Try out Lenka Stoutheart line or Squire Fuzzmin on wurm slayer. You gotta either be a boss typer like Dr. Nirgon or have it ready on the shift+up.

But yeah probs on OP.

maximum
04-07-2013, 03:42 PM
Wasn't the /say distance equal to the death ("slain by") message distance?

nilbog
08-08-2013, 01:39 PM
This was fixed with the last patch.

Moving to resolved.