PDA

View Full Version : Game Mechanics: Trivial Mobs Running


Daldaen
02-15-2014, 12:44 PM
Currently if you are fighting multiple mobs of the same faction, orcs in Crushbone as an example, and they con green to you, two incorrect things happen.

A. They flee at a higher health than they would if the person fighting them conned them as blue. They flee at 25% when trivial, 20% in most other normal cases.
B. They flee regardless of how many other mobs in the vicinity, on the faction, are on aggro as well. Whereas if the person that were fighting them conned the mobs as blue, they would not flee until there is only a single mob left.

What should happen:

Regardless of your level relative to the mob, they should ONLY flee at 20% or under HP. Never above. And they should ONLY flee if there are no other mobs on the same faction/body type on aggro + in the near vicinity.

This is extremely annoying cause it isn't even if the high level person is top of aggro. If you are fighting 3 mobs and a high level comes by and buffs you, those mobs will run at 25% and even when all 3 are still alive just because that high level players is on the aggro list now.

Please fix. This isn't classic.

big mouth chew
02-15-2014, 01:21 PM
25% hp mobs are FAST too haha things can get hairy quick

nilbog
03-16-2014, 03:02 PM
And they should ONLY flee if there are no other mobs on the same faction/body type on aggro + in the near vicinity.

This is extremely annoying cause it isn't even if the high level person is top of aggro. If you are fighting 3 mobs and a high level comes by and buffs you, those mobs will run at 25% and even when all 3 are still alive just because that high level players is on the aggro list now.

Please fix. This isn't classic.

Yeah this sounds legit. Can I get some more discussion?

Rhambuk
03-16-2014, 03:27 PM
I remember it being exactly like this in classic.

Daldaen
03-16-2014, 04:30 PM
Yeah this sounds legit. Can I get some more discussion?

I'm looking for evidence but it is tough finding people talking about mass killing green cons.

But as an example, just today I was on beta server, thinking about testing drop rate on the Drakkel Whiskers in GD (Shawl 6).

I aggroed 4 wolves, started quadding em, once they got to like 22%, my tight ball of quadded wolves, IMMEDIATELY skattered and went in 4 different directions. At which point finishing them off would've taken more mana than I had so I just gated and didn't bother.

It is really annoying for stuff like that. Farming trivial mobs wasn't this annoying in classic. I will try to find some excerpts about this though.

Daldaen
03-16-2014, 04:47 PM
http://thedruidsgrove.org/archive/eq/t-2049.html

5-24-2001
After I pull the MOB to them I ensare it. Since ensnare sticks for 10 minutes the MOB's don't get away. And of course unlike root once the MOB's try to run they stop dead in their tracks with their backs to the player and he or she doesn't get hit as they finish it off.

(Currently mobs run at 25% if a high level gets on the hatelist, at this HP level, the mobs do NOT stop from ensnare or snare. They stop once they hit 20%)

5-30-2002
1-7: The Warrens - Entrance and surrounding areas -- The key is to always keep multiple kobolds on the person being PL'd. The green cons will not aggro (unless you sit) you can use them to prevent the runners. If you get a runner, ignore it. He will come back with friends in a few minutes (ie, he will pull for you!).

7-9-2002
Or just pull more than one at a time, then they won't run until there's only one left.

Tat

baramur
03-16-2014, 06:18 PM
Used to pl on live doing the ds trik, op is right, only the last mob remaining would run.

Daldaen
03-18-2014, 08:46 AM
I think I've provided sufficient evidence?

Haynar
03-19-2014, 10:57 AM
There were cases where trivial mobs would run at higher hps. Not sure what triggered. I remember seeing some run at 40%.

The checking nearby mobs is not working right. It checks ones nearby on aggro. Should be nearby, whether aggro or not. Ignoring los. I used to do this. So that needs tweaked.

Mobs should run slower when they get below 50%. And more below 25 and more below 15. This is in progress.

Definetly room for improvement.

H

Haynar
03-19-2014, 11:07 AM
Not sure why quadded wolves took off.

H

Daldaen
03-19-2014, 12:06 PM
Not sure why quadded wolves took off.

H

Quadded wolves was just a comical thing, was quadding em and right when I landed the quad that put them all sub-25, they went in four opposite directions.

But yea I would praise you should you be able to fix this. Will make being a Druid less annoying for quadding and farming faction/TS stuff and just helping random noobs.

Haynar
03-19-2014, 12:18 PM
If they were on same faction, they shouldnt have taken off. Weird.

H

Haynar
03-19-2014, 12:19 PM
Were they ones that give no faction hits?

H

Daldaen
03-19-2014, 02:20 PM
The wolves I'm 99% sure give faction hits. Drakkel dire wolves in GD. I didn't kill them cause going from quadding to single nuking or DoTing down 4 is wildly inefficient and I was pretty annoyed at the perfect 4 split they did on me.

Other places where I've had this happen on non-beta... runnyeye, Mistmoore, Crushbone... I'm sure But all those places have mobs on the same faction.

Haynar
03-19-2014, 05:09 PM
It ignored them if nearby were green. Thats not right. I used to ds pl all the time. The last one of a faction would run.

Nearby mobs should not need be engaged to stop them from fleeing.

Fixing it in code.

H

Daldaen
03-19-2014, 08:46 PM
It ignored them if nearby were green. Thats not right. I used to ds pl all the time. The last one of a faction would run.

Nearby mobs should not need be engaged to stop them from fleeing.

Fixing it in code.

H

http://replygif.net/i/163.gif

Seriously, <3.

Yinikren
03-19-2014, 10:16 PM
Nice work, Dald and Haynar.

Zeshtling
03-26-2014, 07:19 AM
green mobs still run at 25% life not 20.

Zeshtling
04-10-2014, 07:19 PM
green mobs still running at 25% life and not 20%.

also un-snared mobs out run pets?

Rhambuk
04-10-2014, 10:43 PM
mob run speed is a little higher than player/pet speed here. it sucks but you get used to it

Zeshtling
04-11-2014, 02:19 AM
mob run speed is a little higher than player/pet speed here. it sucks but you get used to it

I guess that is also to blame for the out of range messages when fear kiting mobs? Even though im so close to them it looks like im shooting a dirty movie :p