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View Full Version : Game Mechanics: Runners in UGuk


tanknspank
06-07-2014, 11:38 PM
Having done some Upper Guk lately I'm noticing a massive difference in the speed of runners. On live unsnared frogs would run extremely fast, being gone around a corner in a few seconds.

On P99 snaring seems almost optional and every frog I've forgotten to snare leisurely strolls away dieing before being out of the room. The groups I was with were appropriate-levelled, untwinked and fighting blue-red mobs so it's not an issue of over-powered groups DPSing too fast.

Particularly they seem to `run` in walk mode rather then a full run, though I'm not sure if this is a result of how their run speed is calculated, them running too late (low HP speed reduction) or the shamans failing to sow them (I think on live the shamans sowed their friends, even indoors).

Vega
06-08-2014, 12:00 AM
I think Haynar re-tweaked this a little bit ago, adjusting their run speed based on low hp. Perhaps he over compensated and it needs to be backed off again to make them faster.

JayN
06-08-2014, 12:04 AM
Melee hit way more then they should for this timeline, we're post melee upgrade. This reason is probably why it contrasts from your memory.

tanknspank
06-08-2014, 12:28 AM
I'll try to do some experiments with my druid melee to rule out the mobs being damaged so much in a single hit as to put them from non-flee to directly slowed-walk HPs.

However, it seems unlikely that in several hours in here no mob would happen to run at a full-run or even sow-run and they all were damaged directly to a walk-run speed.

blondeattk
06-08-2014, 01:41 AM
"frogs hop as frogs do"

COnclusion from `Time and Scales` by Folress Mump, time and logistics chief engineer of the gnomic survey team.

Might want to consult them, as am sure they have the data on this frog hopping.

nilbog
09-10-2014, 10:50 AM
Looking into this. Is anything currently fleeing faster than walk speed ?

kaev
09-10-2014, 11:10 AM
Looking into this. Is anything currently fleeing faster than walk speed ?

Hmm, thinking about it, recently in LoIO sarnaks are fleeing at walk speed unless they are SoWd, and none seem to be fleeing at SoW running speed, so maybe not?

Nirgon
09-10-2014, 11:26 AM
Nother small notice?

Snared cyclops/giants when snared don't have the walk animation, they move at a slower speed but use the run animation which is off.

Haynar
09-10-2014, 11:33 AM
I can make everything faster. Their speeds are based on the best data available.

Please post speeds they should flee at, and the HPs that they change speeds.

Also it would be helpful to post the hp they flee at, with a breakdown in differences based on con colors

Thanks,

H

Nirgon
09-10-2014, 03:48 PM
For me: Snared speed appears right, animation is off

nilbog
09-10-2014, 03:57 PM
For me: Snared speed appears right, animation is off

Thread is about unsnared npcs.

Nirgon
09-10-2014, 03:59 PM
k hope it ain't related to this

ya'll have a blest one

Furniture
09-10-2014, 04:11 PM
Run speed is a topic that if changed too much to be like classic will cause a huge outrage on these forums like when run speed was originally fixed, i know on eqmac last year in crushbone and other zones, mobs were running like mad if they werent snared, they were running like 30% faster then they do here. I remember having a snarer in a dungeon was crucial because of this back in the day, but if made to even match eqmac there would be a huge backlash

Daldaen
09-10-2014, 04:16 PM
I don't think run speeds are too far off. I definite to recall snaring being a far more necessary tool in dungeons. That may have been due to the fact that mobs weren't facing well composed groups with multiple DPS classes in classic and instead a group with a cleric tank and 4 support classes without a wiz or rogue.

Rhinos in OT and Raptors in TD do run too fast for their model I think however.

Haynar
09-10-2014, 09:31 PM
Rhinos in OT are exactly same as what EQLive has. Thats what their speeds are based on.

TD raptors were overadjusted.

H

Scrubosaur
09-10-2014, 11:59 PM
Run speed looks okay to me. I only remember mobs running fast if they were sow'd. I have camped frenzy a few times (so mob isn't sow'd) and the mobs do walk away pretty fast, sometimes faster than I can get off a root. And then places like Crushbone get crazy when a mob runs away because they run off fast as hell (not sure if sow'd or not).

Yami Blind
09-14-2014, 04:00 PM
Nother small notice?

Snared cyclops/giants when snared don't have the walk animation, they move at a slower speed but use the run animation which is off.

i remember seeing this on live back in the day, so... this is "classic" !