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-   -   Game Mechanics: Trivial Mobs Running (/forums/showthread.php?t=139603)

Daldaen 02-15-2014 12:44 PM

Trivial Mobs Running
 
Currently if you are fighting multiple mobs of the same faction, orcs in Crushbone as an example, and they con green to you, two incorrect things happen.

A. They flee at a higher health than they would if the person fighting them conned them as blue. They flee at 25% when trivial, 20% in most other normal cases.
B. They flee regardless of how many other mobs in the vicinity, on the faction, are on aggro as well. Whereas if the person that were fighting them conned the mobs as blue, they would not flee until there is only a single mob left.

What should happen:

Regardless of your level relative to the mob, they should ONLY flee at 20% or under HP. Never above. And they should ONLY flee if there are no other mobs on the same faction/body type on aggro + in the near vicinity.

This is extremely annoying cause it isn't even if the high level person is top of aggro. If you are fighting 3 mobs and a high level comes by and buffs you, those mobs will run at 25% and even when all 3 are still alive just because that high level players is on the aggro list now.

Please fix. This isn't classic.

big mouth chew 02-15-2014 01:21 PM

25% hp mobs are FAST too haha things can get hairy quick

nilbog 03-16-2014 03:02 PM

Quote:

Originally Posted by Daldaen (Post 1322633)
And they should ONLY flee if there are no other mobs on the same faction/body type on aggro + in the near vicinity.

This is extremely annoying cause it isn't even if the high level person is top of aggro. If you are fighting 3 mobs and a high level comes by and buffs you, those mobs will run at 25% and even when all 3 are still alive just because that high level players is on the aggro list now.

Please fix. This isn't classic.

Yeah this sounds legit. Can I get some more discussion?

Rhambuk 03-16-2014 03:27 PM

I remember it being exactly like this in classic.

Daldaen 03-16-2014 04:30 PM

Quote:

Originally Posted by nilbog (Post 1367924)
Yeah this sounds legit. Can I get some more discussion?

I'm looking for evidence but it is tough finding people talking about mass killing green cons.

But as an example, just today I was on beta server, thinking about testing drop rate on the Drakkel Whiskers in GD (Shawl 6).

I aggroed 4 wolves, started quadding em, once they got to like 22%, my tight ball of quadded wolves, IMMEDIATELY skattered and went in 4 different directions. At which point finishing them off would've taken more mana than I had so I just gated and didn't bother.

It is really annoying for stuff like that. Farming trivial mobs wasn't this annoying in classic. I will try to find some excerpts about this though.

Daldaen 03-16-2014 04:47 PM

http://thedruidsgrove.org/archive/eq/t-2049.html

5-24-2001
Quote:

After I pull the MOB to them I ensare it. Since ensnare sticks for 10 minutes the MOB's don't get away. And of course unlike root once the MOB's try to run they stop dead in their tracks with their backs to the player and he or she doesn't get hit as they finish it off.
(Currently mobs run at 25% if a high level gets on the hatelist, at this HP level, the mobs do NOT stop from ensnare or snare. They stop once they hit 20%)

5-30-2002
Quote:

1-7: The Warrens - Entrance and surrounding areas -- The key is to always keep multiple kobolds on the person being PL'd. The green cons will not aggro (unless you sit) you can use them to prevent the runners. If you get a runner, ignore it. He will come back with friends in a few minutes (ie, he will pull for you!).
7-9-2002
Quote:

Or just pull more than one at a time, then they won't run until there's only one left.

Tat

baramur 03-16-2014 06:18 PM

Used to pl on live doing the ds trik, op is right, only the last mob remaining would run.

Daldaen 03-18-2014 08:46 AM

I think I've provided sufficient evidence?

Haynar 03-19-2014 10:57 AM

There were cases where trivial mobs would run at higher hps. Not sure what triggered. I remember seeing some run at 40%.

The checking nearby mobs is not working right. It checks ones nearby on aggro. Should be nearby, whether aggro or not. Ignoring los. I used to do this. So that needs tweaked.

Mobs should run slower when they get below 50%. And more below 25 and more below 15. This is in progress.

Definetly room for improvement.

H

Haynar 03-19-2014 11:07 AM

Not sure why quadded wolves took off.

H


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