PDA

View Full Version : When and how mobs flee...not classic?


slowpoke68
11-28-2019, 09:04 AM
Have been spending a fair amount of time in UGuk and mobs don't seem to flee until they are almost dead and then at a fairly slow pace.

My recollection from classic is that one of the things that made guk so dangerous was runners. I remember them taking off like a shot when they started getting low.

I'm not saying this only happens in guk either, it is just something I have generally noticed.

Thoughts?

Purplefluffy
11-28-2019, 09:39 AM
Have been spending a fair amount of time in UGuk and mobs don't seem to flee until they are almost dead and then at a fairly slow pace.

My recollection from classic is that one of the things that made guk so dangerous was runners. I remember them taking off like a shot when they started getting low.

I'm not saying this only happens in guk either, it is just something I have generally noticed.

Thoughts?

Factors involved include comparisons to both ones own level and hp relative to the mob, or so it seems.

Smashed
11-28-2019, 10:01 AM
Yeah, on live there were plenty of places if you didn’t have a snarer, you just didn’t bother hunting there. On p99, it’s entirely optional. Sometimes things don’t run that should. And when they do run, it’s at such a low hp % that they usually won’t cause any trouble because they’re slow and don’t live much longer anyway.

Purplefluffy
11-28-2019, 10:35 AM
Yeah, on live there were plenty of places if you didn’t have a snarer, you just didn’t bother hunting there. On p99, it’s entirely optional. Sometimes things don’t run that should. And when they do run, it’s at such a low hp % that they usually won’t cause any trouble because they’re slow and don’t live much longer anyway.

To give an example, if you are of an equal or lesser level and both are on low hp percentages THEN it is less likely to run. Of course, if you are fighting more then it will also be less likely to run I believe.

There are quite a few differences from classic elsewhere too and some significant ones at that.

Aaramis
11-28-2019, 11:43 AM
Just noticed this today in Uguk. The frogs don't seem to run when they normally should (below, what, about 20% health? 30%?. It's more like <10%, which seems off compared to when every other mob that would normally run decides to run).

Was very odd.

keithjinternet
11-28-2019, 12:37 PM
I just wanna know why spectres in oasis flee, when they shouldn’t

bubur
11-28-2019, 05:31 PM
that ocean does strange things to a man

Baler
11-28-2019, 05:32 PM
Different NPCs flee at different health percentages.
Just how low are you talking OP? 9%?

Legidias
11-28-2019, 11:58 PM
Mobs also won't flee if social mobs are close by, even through walls

Vizax_Xaziv
11-29-2019, 12:15 AM
Mobs also won't flee if social mobs are close by, even through walls

Ahhh is this true? Never thought about it. I'd reckon this accounts for a lot of the lack-of-fleeing.

Mobs "acting through walls" has always been a problem on EQEMU in general, unfortunately.

Nizilfkm
11-29-2019, 02:18 AM
Different NPCs flee at different health percentages.
Just how low are you talking OP? 9%?

Its very random. I noticed as well, it's pretty obvious in guk. It looks like the check does not take into account LOS and "shout" range which was how it was on live, especially in classic were runners were a real thing.