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Pathing
the way mobs path on project 1999 does not seem classic at all. I just seems broken. Ever see the way a giant moves in an indoor dungeon? Why is Karnor's Castle so broken? I know it is an outside zone but if walls block my line of sight why do mobs agro thru ceilings?
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It's a eqemulator problem and happens on every server that runs off it. Also almost all private servers I have ever played (EQ, DOAC, or WoW it doesn't matter) always have a pathing problem.
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Well its because of the...technical something that has to do with...
Yeah, sry i got mesmerized by lawll's gif. |
It's an emulated sever and it is bound to have some issues. The major ones you should report in the bugs section, but for the most part I just find there are pulling nuainsces you will lean about certain zones.
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project 1999 is the only emulated eq server with decent quality pathing. It's not perfect, but it pretty much makes other servers unplayable in comparison. In outdoor zones mobs typically just run in a straight line towards the one with the highest aggro (even running through walls etc.), but in indoor dungeons the pathing is at least predictable and somewhat resembles live.
One thing you mentioned is giants in indoor dungeons... how should an FG path in a zone like SolB, where most of the zone is too short for them? If you know, bug report it. |
You must not have playing on Live because quite frankly the pathing here is 10x better than it was there
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The pathing here is generally how it was on live back in the early years. Yes, there are some zones which are still buggy and some paths which mobs take need work but overall it's pretty good. You just need to learn the idiosyncrasies of each zone and how best to deal with it. I always look at it as a challenge which is fun to overcome.
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Plane of Hate here is a masterpiece compared to live..
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