When and how mobs flee...not classic?
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? |
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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.
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There are quite a few differences from classic elsewhere too and some significant ones at that. |
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. |
I just wanna know why spectres in oasis flee, when they shouldn’t
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that ocean does strange things to a man
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Different NPCs flee at different health percentages.
Just how low are you talking OP? 9%? |
Mobs also won't flee if social mobs are close by, even through walls
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Mobs "acting through walls" has always been a problem on EQEMU in general, unfortunately. |
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