View Full Version : mob run speed
tekniq
04-23-2012, 12:44 AM
makes soloing as a monk very very annoying :(
CrowsNest
04-23-2012, 01:26 AM
Don't monks have enough goin for them lol
Boilon
04-23-2012, 01:31 AM
i can't even finish the guards in freeport I have been killing... before they run in to another one lmao
Uteunayr
04-23-2012, 01:35 AM
Yeah... /sadface
Nuesnada
04-23-2012, 02:05 AM
yes mobs are running away soooner
this was discussed in a thread in bugs section before patch. Mobs running away sooner is how it was on live during classic era.
their is another thread also discussing this issue on bugs also
Thanks for listening
Bwils
04-23-2012, 02:22 AM
lol i am 59 war and i went to mistmoore to mess around and kill low level names. Couldn't even kill a green mob. They would run away at 35%. I was chasing them all around the castle. Then I gave up!
Slave
04-23-2012, 03:46 AM
Mobs running sooner is a good thing and brings us closer to Classic times... unfortunately the run speed here is way jacked up for some reason on NPCs.
GreenGear
04-23-2012, 03:52 AM
Mobs running sooner is a good thing and brings us closer to Classic times...
No. Shutup. Just because it may be closer to a thing doesn't mean it's better. I don't remember things being this retarded on live. I truly don't.
This patch is for the birds. It's awful. I just had a group disband because they couldn't deal with it. This one goblin was bouncing off the walls and it was a pain in the ass to find that melee radius to finish it.
It's a bad thing. A bad thing. It was fine the way it was before.
Tippett
04-23-2012, 03:53 AM
No. Shutup. Just because it may be closer to a thing doesn't mean it's better. I don't remember things being this retarded on live. I truly don't.
This patch is for the birds. It's awful. I just had a group disband because they couldn't deal with it. This one goblin was bouncing off the walls and it was a pain in the ass to find that melee radius to finish it.
It's a bad thing. A bad thing. It was fine the way it was before.
Slave
04-23-2012, 05:17 AM
Did you like, read the rest of what I wrote after the ellipses? Obviously that poisons the whole deal. You can't have mobs running away from players faster than players can run. That's not how it was on Live. Obviously.
Wonton
04-23-2012, 05:58 AM
mobs flee way too fast, fuck this noise
Negativefx83
04-23-2012, 06:51 AM
Never saw a train in Paw till last night, was not good times... ;)
Pierth
04-23-2012, 07:32 AM
Since they are doing patches that don't work here because of differences between this server and the live servers (like the run speed, as mentioned) in the name of classic, does that mean they are also going to implement all those patches that completely broke bards for a couple weeks as was done in classic as well? I remember distinctly one that broke Selo's and another that made it impossible to twist.
Scavrefamn
04-23-2012, 08:22 AM
Snare and Darkness op.
For the record, Gnolls in blackburrow ran at 49% on live.
teekanc
04-23-2012, 08:34 AM
Since they are doing patches that don't work here because of differences between this server and the live servers (like the run speed, as mentioned) in the name of classic, does that mean they are also going to implement all those patches that completely broke bards for a couple weeks as was done in classic as well? I remember distinctly one that broke Selo's and another that made it impossible to twist.
Fail patch is fail.
porigromus
04-23-2012, 08:51 AM
Fail patch is fail.
I think some respect is in order for the developers working on this game for free. I am appreciative of what they do. This I am sure is a known issue and being worked on.
Thank you to the developers for actively working on this great project!
teekanc
04-23-2012, 08:54 AM
I think some respect is in order for the developers working on this game for free. I am appreciative of what they do. This I am sure is a known issue and being worked on.
Thank you to the developers for actively working on this great project!
http://upload.wikimedia.org/wikipedia/commons/thumb/5/57/Monica_lewinsky.jpg/175px-Monica_lewinsky.jpg
webrunner5
04-23-2012, 09:24 AM
They are not going to fix it. They just patched it to be that way. It was wrong to them all this time.
Another reason not to play a melee. Christ there will be like 4 tanks on this server before its over. Not counting I was on my Mage. Fire pet really sucks now. I will almost have to use the Earth pet. Or Nuke my balls off for the last 20% health on the mob when I should be medding.
I agree with others. This is going to be Train Hell. Sucks.
Sularys
04-23-2012, 10:01 AM
I don't care when the mobs run. But I don't remember mobs ever running as fast as they do now, on live. Mobs are running away at ridiculous speeds and it needs to be fixed. Even with some sort of snare it's a little ridiculous.
thedjnikki
04-23-2012, 10:23 AM
I just made a post about this under bugs. As a new player, I can no longer kill anything. I don't have SoW. Stuff just runs away, and I can't keep up with it, and when I got a SoW, it said i was too far away to hit the Desert Scarab, but I was right on top of it.
Also, being a new player, I don't have much STR, and I am encumbered a lot from picking up a lot of stuff to sell to vendors, which makes it even more difficult.
If it is true that creatures fled and ran away this fast on Live, I don't remember that.
However, just because "it was that way on Live", it does not make it the right way. EQ Live was a huge work in progress, it was the first game of it's kind, and a giant beta test for future MMORPG's. Nobody had done it before.
I like a good tough game to play, but being able to play it at all is important, especially for newbies like me.
Again, thank you for making this dream a reality Dev's!
teekanc
04-23-2012, 11:03 AM
I just made a post about this under bugs. As a new player, I can no longer kill anything. I don't have SoW. Stuff just runs away, and I can't keep up with it, and when I got a SoW, it said i was too far away to hit the Desert Scarab, but I was right on top of it.
Also, being a new player, I don't have much STR, and I am encumbered a lot from picking up a lot of stuff to sell to vendors, which makes it even more difficult.
If it is true that creatures fled and ran away this fast on Live, I don't remember that.
However, just because "it was that way on Live", it does not make it the right way. EQ Live was a huge work in progress, it was the first game of it's kind, and a giant beta test for future MMORPG's. Nobody had done it before.
I like a good tough game to play, but being able to play it at all is important, especially for newbies like me.
Again, thank you for making this dream a reality Dev's!
Working as intended
We don't know what we're doing
Fixed
Hitchens
04-23-2012, 11:06 AM
I always expected a change to the speed at which mobs run, because I knew they were a lot slower here than on live.
With that said: the patch is still a bit of a bummer. Oh well, will adapt.
fadetree
04-23-2012, 11:10 AM
They know mobs are running too fast. They will fix it. WHEN they run is a different issue, and they have already fixed it.
RahlaeRuffian
04-23-2012, 11:30 AM
I bet the prices of Silken Whips of Ensnaring Roots have shot through the roof.
fischsemmel
04-23-2012, 11:35 AM
Mobs that flee at sow speed and trigger a train of stuff that effectively deca-attack you aren't really that bad, are they? :)
BlackTriad
04-23-2012, 12:39 PM
My group in SolB last night did just fine. Yeah, at first, the mobs are running full speed+ even when snared but around 8% or so they stop or slow down as they should.
Get yourself a snarer and go keel some stuff ! =D
Sylexis
04-23-2012, 12:41 PM
lol i am 59 war and i went to mistmoore to mess around and kill low level names. Couldn't even kill a green mob. They would run away at 35%. I was chasing them all around the castle. Then I gave up!
I'm having this problem, specifically killing greens, I beat them to low health before I can get a snare proc off and off they go faster than my jboots.
Asher
04-23-2012, 12:44 PM
I could live with this if they would fix snare. The reason it was that way on the first place was probably because snare doesn't work properly on this server and never has.
Does anyone ever remember a mob running with snare on it? Snare always stopped a mob in its tracks before it moved. Even with the highest level druid snare mobs still move.
FIX THIS!
Asher
falkun
04-23-2012, 12:51 PM
I remember mobs walking away at sub-walk speed when snared, then stopping completely around 8-10%.
teekanc
04-23-2012, 12:55 PM
I remember mobs walking away at sub-walk speed when snared, then stopping completely around 8-10%.
This, stupids.
Asher
04-23-2012, 12:55 PM
I remember mobs walking away at sub-walk speed when snared, then stopping completely around 8-10%.
Sure wasn't that way on EQMac right before I came over to this server in 2010.
Used my regent symbol of innoruuk to snare mobs all the time. Here it is worthless.
I'd give Devs access to my account on EQMac if they want to verify this for themselves.
Asher
Glasken
04-23-2012, 01:38 PM
No. Shutup. Just because it may be closer to a thing doesn't mean it's better. I don't remember things being this retarded on live. I truly don't.
This patch is for the birds. It's awful. I just had a group disband because they couldn't deal with it. This one goblin was bouncing off the walls and it was a pain in the ass to find that melee radius to finish it.
It's a bad thing. A bad thing. It was fine the way it was before.
Kassel
04-23-2012, 01:42 PM
rooted mobs can not run. 10 out of 14 classes can root or snare.
tehruoh
04-23-2012, 01:45 PM
yeah run speed is botched
GreenGear
04-23-2012, 01:47 PM
rooted mobs can not run. 10 out of 14 classes can root or snare.
So. To the ones that can't...? What? What are you suggesting? Fuck 'em?
PsychoTass
04-23-2012, 01:48 PM
Kinda glad I've been working every day since the patch, hopefully they will adjust this some soon.
Nagash
04-23-2012, 02:01 PM
So. To the ones that can't...? What? What are you suggesting? Fuck 'em?
Yeah, fuck'em, viva anarchy!
On a more serious note, I never refuse a SoW when I play my druid, this will apply even more.
Daldaen
04-23-2012, 02:17 PM
So. To the ones that can't...? What? What are you suggesting? Fuck 'em?
Invite one of the ones that can or solo mobs that don't run?
GreenGear
04-23-2012, 02:43 PM
Invite one of the ones that can or solo mobs that don't run?
More drastic a change than you might think.
Sularys
04-23-2012, 03:02 PM
This needs to be fixed. Trying to run to guards with a mob chasing me and I cannot escape it. I'm even strafe running which normally allows you to outrun a mob, even if just. I've even had sow on me several times today and mobs are still catching me before I can get to safety.
GreenGear
04-23-2012, 03:16 PM
This needs to be fixed. Trying to run to guards with a mob chasing me and I cannot escape it. I'm even strafe running which normally allows you to outrun a mob, even if just. I've even had sow on me several times today and mobs are still catching me before I can get to safety.
Okay now this I haven't seen.
sbvera13
04-23-2012, 03:33 PM
This is obviously intended as a stealth buff to rangers.
Supaskillz
04-23-2012, 03:35 PM
I remember it being somewhat important to have a snarer in any indoor group. I can recall being forced to evac because an unsnared mob ran. Obviously something is wrong if you are unable to outrun mobs when you have sow or unable to strafe outrun mobs in noobie zones, but mobs not running until they are super slow I am pretty sure was not classic.
No recollection whatsoever of running around outdoors zones chasing willowisps that ran around at the same run-speed as players did. No offense to the devs but this here looks all kinds of bonkers, and feeling quite sorry for the melees trying to grit their teeth to slay em gators in oasis.
So for all you poor ogre warriors out there, go to your Everquest folder, change files combattheme1.mp3 and combattheme2.mp3 to copies of this here more appropriate new combat theme (http://www.youtube.com/watch?v=MK6TXMsvgQg).
sbvera13
04-23-2012, 05:06 PM
So for all you poor ogre warriors out there, go to your Everquest folder, change files combattheme1.mp3 and combattheme2.mp3 to copies of this here more appropriate new combat theme (http://www.youtube.com/watch?v=MK6TXMsvgQg).
I may have to actually do that for my bard. It suits the keyboard-carpal-tunnel-fu rather nicely.
was in sol b an Kobold were nearly dissapearing , even with 2 necros darking we had to run 2 necro pets, Me Shm pet ,an a mage pet just to keep up with the mobs they would book it faster than a bard, even snared, would just take off an pets are only thing that can keep up when they move at the speed of light, trains an wipes inc...this is intended?
Tippett
04-23-2012, 05:48 PM
this is intended?
"We made PvE a but tougher, enjoy =)"
- Rogean on global ooc on red after patch in reference to complaints about mob changes.
Grozmok
04-23-2012, 07:00 PM
I dig the running mobs, but they do seem a bit faster than I remember.
Sularys
04-24-2012, 01:04 AM
Yea, running mobs is fine. But they broke the run speed. They pursue one hell of alot faster when your running and they run at damn near a sprint when running from you. Really needs to be fixed.
aegeryen
04-25-2012, 07:05 AM
I did not realise how bad this was until I tryed playing a low level melee ... WOW ,.. was that annoying ....
Maze513
04-25-2012, 07:29 AM
This is working as intended, Welcome to "Classic"
Alukit Vassago
04-25-2012, 09:28 AM
My group in SolB last night did just fine. Yeah, at first, the mobs are running full speed+ even when snared but around 8% or so they stop or slow down as they should.
Get yourself a snarer and go keel some stuff ! =D
now i maybe not understanding snared but shouldn't it slow it down & not run at full speed? i mean that seem abit pointless to use snare then unless you think using it at 10% health is a great use >.>:confused:
Xadion
04-25-2012, 09:56 AM
Why did this change effect feared mobs run speed...makes my slow and annyoing exp grind even more slow and annoying finding new longer fear routes >_<
Malrubius
04-25-2012, 10:21 AM
Why did this change effect feared mobs run speed...makes my slow and annyoing exp grind even more slow and annoying finding new longer fear routes >_<
Probably because a Feared mob's run speed is calculated the same way as a Fleeing mob's run speed.
I am guessing Feared mobs were not intended to get hit with this change though. Hopefully the Fear speed can be fixed again.
What also breaks Fear kiting for me is that Feared mobs are changing direction every few steps like they are drunk or something. This is new as of the patch also, and will hopefully be fixed soon.
Sylexis
04-25-2012, 11:32 AM
What also breaks Fear kiting for me is that Feared mobs are changing direction every few steps like they are drunk or something. This is new as of the patch also, and will hopefully be fixed soon.
Having this ping pong ball problem with fleeing mobs too, it's driving me absolutely up a wall that I can't kill a green con mob because I beat it down too fast for any snare procs to go off and then off he goes like a ping pong ball as fast or faster than my jboots. Took me 3 minutes to chase down a fleeing shadowed man just to land a solid blow on him and kill him off last night.
I want to shake my fist and curse the pantheon for their toying with me.
BlackTriad
04-25-2012, 12:21 PM
.
Spudsy
04-25-2012, 02:54 PM
Having this ping pong ball problem with fleeing mobs too, it's driving me absolutely up a wall that I can't kill a green con mob because I beat it down too fast for any snare procs to go off and then off he goes like a ping pong ball as fast or faster than my jboots. Took me 3 minutes to chase down a fleeing shadowed man just to land a solid blow on him and kill him off last night.
I want to shake my fist and curse the pantheon for their toying with me.
Someone can correct me if I'm wrong, but I seem to remember that when killing greens if other social but non agro mobs were around it would prevent the mob from running.
Also chiming in that run speed seems too fast to me right now.
Teddie1056
04-25-2012, 02:55 PM
I remember that too. Only the last mob would flee.
Lazortag
04-25-2012, 03:00 PM
Someone can correct me if I'm wrong, but I seem to remember that when killing greens if other social but non agro mobs were around it would prevent the mob from running.
This is true on this server for certain mobs I believe, I've noticed this while PLing. I can test and give a better idea of when it does and when it doesn't.
Sylexis
04-25-2012, 03:03 PM
Someone can correct me if I'm wrong, but I seem to remember that when killing greens if other social but non agro mobs were around it would prevent the mob from running.
Shadowed men act like undead mobs and aggro no matter your level, so if I fought them in camp I'd end up with lots of friends (and multiple healers in a pull for a pure melee class is like pulling teeth, with pliers). But they run when low health like a live mob too, and in places like Nek and Lava, the terrain is uneven and hard to see and lets face it the mob is invisible.
I haven't been pulling multiples so I don't know if they run when a second mob is in close proximity but that is how they behaved prior to the patch I believe, so I can only assume they still do, they are just all around a weird mob.
gnatte
04-25-2012, 03:35 PM
Shadowed men act like undead mobs and aggro no matter your leve IDK about that I was killing green shadowmen few days ago in WC without greens going aggro.
Slave
04-25-2012, 05:03 PM
So for all you poor ogre warriors out there, go to your Everquest folder, change files combattheme1.mp3 and combattheme2.mp3 to copies of this here more appropriate new combat theme (http://www.youtube.com/watch?v=MK6TXMsvgQg).
Someone needs to do this and post a video montage. rofl!!!
Hitchens
04-25-2012, 07:20 PM
Probably because a Feared mob's run speed is calculated the same way as a Fleeing mob's run speed.
I am guessing Feared mobs were not intended to get hit with this change though. Hopefully the Fear speed can be fixed again.
What also breaks Fear kiting for me is that Feared mobs are changing direction every few steps like they are drunk or something. This is new as of the patch also, and will hopefully be fixed soon.
Have been having the same issue when playing my Necro. Very frustrating.
aegeryen
04-25-2012, 09:00 PM
So for all you poor ogre warriors out there, go to your Everquest folder, change files combattheme1.mp3 and combattheme2.mp3 to copies of this here more appropriate new combat theme (http://www.youtube.com/watch?v=MK6TXMsvgQg).
exacty .........only it's not just the ogres ....
Slave
04-25-2012, 10:49 PM
500pp to the first person who makes a minute-long video with the Benny Hill theme playing to scenes of multiple mobs running around and them trying to catch it. Whatever level is fine, but I want more than one zone!
MadMartigan
04-26-2012, 01:30 PM
Yea ihope they fix this.... I really dont understand why they would think this flee speed is good lol... I really hope alot of people dont quit over this as i want this game to live on! I dont wanna lose it again :(
Artah
04-26-2012, 04:23 PM
Yea ihope they fix this.... I really dont understand why they would think this flee speed is good lol... I really hope alot of people dont quit over this as i want this game to live on! I dont wanna lose it again :(
lol, yea seriously. It took me about 10 minutes to kill a wasp last night with my lvl 1 wizard. I had no mana (thx fizzle) and my piercing skill was 2. I had to chase this wasp all over the place because my hit chance went a lot lower since it was running all over the place and going different directions quickly.
I really don't remember this to be classic or any version of everquest for that matter.
Maze513
04-26-2012, 06:17 PM
I really don't remember this to be classic or any version of everquest for that matter.
teekanc
04-26-2012, 06:29 PM
Just spent the last 5 minutes chasing the same green goblin in Highkeep. The pathing direction changes are pretty ridiculous as well.
Zenlina
04-26-2012, 06:58 PM
Fleeing at 15-20% is correct to how live was, flee speed tho is way off. The reason its like this was during the early times of this server they messed up pc speed on run where mobs weren't hitting PC correctly, and to correct that they upped the speed of mobs to x2 or something, making the mobs slightly quicker then PC normal speed (IMO should have just upped the NPC hit radius). Hell if you look at the pathing mobs at the moment there walk speed is super quick already. Then when the NPC buff sow on those they turn run animation even tho they are walking.
If i remember correctly on live, they flee at snare speed, and when you snare them they almost stop speed. Lets see what happens over the next week if this is going to be corrected, /fingers cross
Artah
04-26-2012, 07:15 PM
If i remember correctly on live, they flee at snare speed, and when you snare them they almost stop speed. Lets see what happens over the next week if this is going to be corrected, /fingers cross
RahlaeRuffian
04-27-2012, 12:17 AM
Hopefully Sunday's tend to be the day that things are patched on the regular. I can't bring myself to logging in again until we got some kind of fix on our hands.
The code has got to be pretty complex so I understand it takes a while to fix what went wrong with the last patch, so I'm trying to remain optimistic about how things turn out and I hope it is fixed sooner than later.
Maze513
04-27-2012, 07:15 AM
Have the devs even stated weather or not this is working as they intended, We might be holding out or something that will ever come
Striiker
04-27-2012, 08:09 AM
Yeah, making the flee speeds equal to live makes sense only if they adjust the mob's normal run speed equal to live and if the hit box issues have been fully addressed. To my knowledge this is not the case and so they really should be compensating for these issues to equal out the difficulty.
I know that the flee speed before the patch was too slow but now it is too fast. It's good to see that there is now a need for snaring classes in groups but as it now stands, things are way off.
bulbousaur
04-27-2012, 12:38 PM
I've always wondered about snare here. I played a druid on live for years, and on there a snared mob would turn it's back and stand there when in flee mode.
Messianic
04-27-2012, 02:40 PM
This change was a huge gift. Stuff fleeing at 20% makes soloing a lot easier for melee since the mob doesn't fight you as long - I'm soloing a lot more efficiently on my mid-20s melee chars than prior to the change.
I don't see anything abnormal - the mobs initially (from like 20-10 percent) flee at basically normal speed, after 10% they slow some, but with snare they do stop dead in their tracks. Seems to me like the changes are spot on w/ live.
Artah
04-27-2012, 03:02 PM
This change was a huge gift. Stuff fleeing at 20% makes soloing a lot easier for melee since the mob doesn't fight you as long - I'm soloing a lot more efficiently on my mid-20s melee chars than prior to the change.
I don't see anything abnormal - the mobs initially (from like 20-10 percent) flee at basically normal speed, after 10% they slow some, but with snare they do stop dead in their tracks. Seems to me like the changes are spot on w/ live.
Please tell me what you are smoking so I can be sure to avoid it.
dark void2100
04-27-2012, 06:20 PM
I just made a post about this under bugs. As a new player, I can no longer kill anything. I don't have SoW. Stuff just runs away, and I can't keep up with it, and when I got a SoW, it said i was too far away to hit the Desert Scarab, but I was right on top of it.
Also, being a new player, I don't have much STR, and I am encumbered a lot from picking up a lot of stuff to sell to vendors, which makes it even more difficult.
If it is true that creatures fled and ran away this fast on Live, I don't remember that.
However, just because "it was that way on Live", it does not make it the right way. EQ Live was a huge work in progress, it was the first game of it's kind, and a giant beta test for future MMORPG's. Nobody had done it before.
I like a good tough game to play, but being able to play it at all is important, especially for newbies like me.
Again, thank you for making this dream a reality Dev's!
Well, for better or wose, this server is classic and is going through all it's patches in progression, again, for better or worse.
It sucks, just like extreme exp loss but it's what we signed up for!
Slave
04-27-2012, 06:33 PM
I don't see anything abnormal - the mobs initially (from like 20-10 percent) flee at basically normal speed, after 10% they slow some, but with snare they do stop dead in their tracks. Seems to me like the changes are spot on w/ live.
This was not normal behavior in live. Mobs who were running while snared had their movement speed reduced to 0%. See this thread: http://www.project1999.org/forums/showthread.php?t=72857
http://i1169.photobucket.com/albums/r502/P99Slave/mobs.jpg
Nuesnada
04-27-2012, 07:01 PM
This discussion is also going on in bugs forums, every single thread peopel keep insisting "mobs are runnin super speed seleos etc etc etc ". its a matter of perception imho.
We all know mobs are faster on p1999 at normal speed than live.
pull mob and it look like a olympic sprinter now add sow to the mix mob look like they on super dose of speed.
only real thing that has changed is that mob are turning away sooner <not so brave as before> since mobs are faster at normal speed peopel PERCIEVE that mobs are running away faster. Technically these comments are tru since they are faster than priror to patch , but if you react quickly you can still chase after them and keep up with them.
In the dungeons i have done this mobs tend to move alon straight lines of hallwasy I understand in the open mobs are moving erraticly when running away at low health. I have expierenced this , and it does make it harder for pc to keep up when mobs are changing directions all willy nilly.
Here is my expierences in solesk eye which i post in bug forum
-------------------------------------------------------------------
you dont need sow on unsowed mobs, at least not in solesk eye. clearing mobs for hq ore. i forget a couple times to snare mob and it runs as they all green to me , i was able to catch them if i reacted quickly and follow them. if i tried to stop and cast snare they would be out of range to fast. When i reacted quickly and mob was not snared if i stayed in back and hit them they would drop to slower speed at about 15 to 11 percent. it was easy then to just whack them down .
if the gobos where sowed then if i forgot to snare them they would easily out run me and i would have to wait for them to come back < no train as i didnt sit down>
for record my perception mobs are running at normal speed <for this server > on being engaged <same speed i percieved prior to patch> , Only time i see any difference in run speed is when mobs are Sowed they move like the squirle from hoodwinked on cocain.
----------------------------------------------------
thanks for listening
RahlaeRuffian
04-27-2012, 07:51 PM
Your argument is invalid.
Nuesnada
04-27-2012, 11:40 PM
ok let me make simple.
I can catch all the mobs i have engaged that are unsowed when they run from me.
by everyone elses arugments <those stating that mobs are running so fast tey cannot catch them> I should not be able to catch up to unsowed mob running away from me.
I concede that mobs in outside zone are moving so erratic that i myself cannot catch up to them to hit them consitently. I can get close but my swings do not land as i get mob out of range or cant see targer messages.
I can duplicate me chasing down mobs that are unsowed in an indoor setting whenever a gm wants a demeonstration. or i can demonstrate it for you.
Respectfully thanks for listening
ps im not sowed and my average agil is 110 to 75 depending on enc i am from HQ ORE.
Messianic
04-28-2012, 08:18 PM
This was not normal behavior in live. Mobs who were running while snared had their movement speed reduced to 0%. See this thread: http://www.project1999.org/forums/showthread.php?t=72857
Wasn't what I was arguing - I was arguing their flee speed without snare seems completely as I remember it, while snare is currently making mobs stop in their tracks completely when they attempt to flee.
fadetree
04-30-2012, 09:38 AM
From my experience lately and what I remember from live, the flee reflex is kicking in at the correct time. The flee speed responds to snare, and they stop entirely when at the appropriate health. The initial flee speed might be a little faster, but they are easy to stop if snared. What I notice that's wrong is two things :
1. The hitbox is WAY too small on fleeing critters.
2. The random changing of direction is set too high.
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