View Full Version : missing fleeing mob
Wudan
04-05-2012, 07:17 AM
I have a problem with this one particular game mechanic
I solo most of the time (shaman) and when I get the mob low enough so they start fleeing, I suddenly start missing A LOT with my 1hb or piercing (both skills maxed) when I’m trying to finish them.
I mean like 5-10 times in a row... while it never happens when I’m tanking the mob - I hit at least 2 out of 3 times.
What sense does it make to miss so many times in a row when trying to hit slowly fleeing mob in their fucking back?! I usually just lose my patience and cast DD to finish them off which only wastes my precious mana.
I don’t see any logic in this and not sure whether it was like this back in the day…. any thoughts on this?
Destan
04-05-2012, 07:59 AM
Maybe it's attempt to add more "realism" to the game. I mean think about it...have you ever stood face to face with someone and just slugged it out with something (like water noodles, foam swords, pillows, etc)? It's pretty easy to hit them...they are really close and not moving. Now have them run away from you while you follow behind trying to swing. It's much, much more difficult to land those hits! The client can't visually portray it, but I like to think the mob is bobbing, weaving, ducking, and generally trying to avoid dying as it meanders away from me at a comfortable walking speed.
Either that or it's a bad string of code...but the first option is much more exciting. (And yes, I've noticed this too...my miss chance seems to quadruple when it's fleeing).
Wudan
04-05-2012, 08:38 AM
Maybe it's attempt to add more "realism" to the game. I mean think about it...have you ever stood face to face with someone and just slugged it out with something (like water noodles, foam swords, pillows, etc)? It's pretty easy to hit them...they are really close and not moving. Now have them run away from you while you follow behind trying to swing. It's much, much more difficult to land those hits! The client can't visually portray it, but I like to think the mob is bobbing, weaving, ducking, and generally trying to avoid dying as it meanders away from me at a comfortable walking speed.
Either that or it's a bad string of code...but the first option is much more exciting. (And yes, I've noticed this too...my miss chance seems to quadruple when it's fleeing).
that is actually pretty good explanation :) I like it although I have some doubt it was Devs intention....its more like its just a bad string of code imo
Crimson Death
04-05-2012, 08:47 AM
Yea it sucks. I kinda remember it being that way on Live too.
Fwank
04-05-2012, 08:58 AM
Well I guess it's not just me having this problem lol.. I have this happen all the time and usually results in more adds, although It would be nice to see if there is a bad string in codes here..
IMO, post this in the bugs section and see what happens or if you get a response.
Weekapaug
04-05-2012, 09:00 AM
Bear in mind that the random number generator in EQ has always been kind of streaky. Add that to the compounding penalties that stack up, especially during this era of the game, and Murphy's Law often reigns supreme. It's not bad code, just bad luck. Keeping offense and melee skills capped is about all you can do, really.
At least you can chalk it up to trying to melee as a priest. My main during this era of the live game was a SK....The whiff streaks happended so often when it really counted that I was close to kicking a hole in a wall a few times....And SKs are tanks.
Welcome to EQ, I guess. :)
fischsemmel
04-05-2012, 09:19 AM
Maybe it's attempt to add more "realism" to the game. I mean think about it...have you ever stood face to face with someone and just slugged it out with something (like water noodles, foam swords, pillows, etc)? It's pretty easy to hit them...they are really close and not moving. Now have them run away from you while you follow behind trying to swing. It's much, much more difficult to land those hits! The client can't visually portray it, but I like to think the mob is bobbing, weaving, ducking, and generally trying to avoid dying as it meanders away from me at a comfortable walking speed.
If you want to try to explain it with realism, then what you think is basically the opposite of what would make sense.
Situation 1: An unscratched monster is standing toe-to-toe with you, watching your weapons and ready to dodge, parry, block, and riposte your attacks.
Situation 2: A beaten-to-within-an-inch-of-death monster is slowly limping away while also facing away from any attack you send its way.
In which situation do you think it should be easier to club the poor little fella?
Also snack kick realism wtf lol?!
Destan
04-05-2012, 09:39 AM
If you want to try to explain it with realism, then what you think is basically the opposite of what would make sense.
Situation 1: An unscratched monster is standing toe-to-toe with you, watching your weapons and ready to dodge, parry, block, and riposte your attacks.
Situation 2: A beaten-to-within-an-inch-of-death monster is slowly limping away while also facing away from any attack you send its way.
In which situation do you think it should be easier to club the poor little fella?
Also snack kick realism wtf lol?!
Well I was being light-hearted with my explanation. I don't think anyone believes it was an attempt at realism. Try not to over-think things, it can only frustrate you =P
DoucLangur
04-05-2012, 11:22 AM
Wudan were you actually *missing*, or did it say "your target is out of range" or "you cannot see your target" due to your client and the server not synchronizing well?
Fwank
04-05-2012, 11:29 AM
Wudan were you actually *missing*, or did it say "your target is out of range" or "you cannot see your target" due to your client and the server not synchronizing well?
I have this same issue, and I'm "missing".. Happens all the time on fleeing mobs
Kraegan
04-05-2012, 11:32 AM
I don’t see any logic in this and not sure whether it was like this back in the day…. any thoughts on this?
Logic != Classic EQ.
But yes I remember this as well. We nuked shit that ran.
Crimson Death
04-05-2012, 11:34 AM
Wudan were you actually *missing*, or did it say "your target is out of range" or "you cannot see your target" due to your client and the server not synchronizing well?
nah it's actual misses. I've missed 10+ times in a row with a 40 delay 2hander which was enough for the mob to heal enough and resume fighting.
Ikonoclastia
04-05-2012, 11:46 AM
Yeah its happens with bows too, I counted 10 misses in a row today on a mob, started as soon as it started to flee. Noticed it as soon as I started playing but thought it was normal. Had a ranger on live and don't recall this but I started her after Luclin.
tristantio
04-05-2012, 12:13 PM
I too experience this.
fadetree
04-05-2012, 12:14 PM
I get a lot of 'out of range' in this case...I have to be a LOT closer, almost right on top of the mob in order to hit consistently. Don't remember that from classic. It hard to tell whether I miss more, as I seem to be able to try to hit a lot less.
Plyssken
04-05-2012, 12:17 PM
You need to buy my special "Dagger's of Backstabbing!" sure to increase your to hit chance on fleeing mobs! They look like regular Rusty Daggers but are for sure to increase your hits! No money back! 2k plat each!
Wudan
04-05-2012, 12:55 PM
Wudan were you actually *missing*, or did it say "your target is out of range" or "you cannot see your target" due to your client and the server not synchronizing well?
Doh.
I would have to be colorblind and illiterate to mistake those messages...yes its missing.
Honest
04-05-2012, 02:35 PM
I've noticed the same thing with my pet. As soon as the mob starts fleeing, my pet can't seem to hit it. Don't remember that being the case on live, but it has been over a decade. I also thought that if you hit something from behind, you would damage it more, or it would have less of a chance of dodging/missing. Don't know that for fact, just vaguely remember something along those lines.
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