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#1
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![]() And why was it changed?
It's ridiculous now. While fear kiting hill giants now they have their "fast animation" which is clearly wrong. I assume the animation is picked based on their actual speed. I don't know if this represents the change to their flee speed or is some other unintended consequence, but even a non feared but snared giant didn't use the "fast animation" on live, let alone a feared one. No wonder I was getting chewed up by the spirocs in TD. I didn't see any particular problem with flee speed. Seemed about right compared to live. Whats going on and why break what was working? Edit: In case anyone wants to argue the point, here is a video from live of a hill giant being snared and feared using the same spells... dooming darkness and invoke fear. Try it on P1999 using those spells. The difference is obvious. http://www.users.on.net/~vladesch/mi...9-49-37-08.mkv | ||
Last edited by Vladesch; 06-29-2012 at 06:43 AM..
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#2
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![]() This is what I've been saying for a while now. If there is one piece of evidence that mobs flee too fast here it's that they're using their "fast animation" while fleeing. You should only ever see the "fast running" animation if the mob is chasing you with substantial HP remaining, or if it's feared with substantial HP remaining (but not snared).
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#3
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![]() Last time I snared a hill giant they run at the same speed as they do when they are casually just walking around un-engaged. The same animation as that as well, this goes for seafuries too, and I was snaring those yesterday? Not sure I understand what you guys are trying to say here.
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#4
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![]() There's something odd happening here.
I was just experimenting with things, and now the hill giants are using their walking animation. Whether they are feared or not. Still using the same snare spell (dooming darkness). Oh well. I'll continue now and see if it's consistent. Edit: killed quite a few HG now. They all seem to be moving at the correct speed. No idea why one of them was a little faster before. I'm sure it was snared, its like it had snare mitigation or a faster base speed or something. Shrug. | ||
Last edited by Vladesch; 06-29-2012 at 11:03 AM..
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#5
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![]() I think there might be something buggy with the feared flee speeds. Last week I was messing around killing sarnaks in LOIO and I was using instill doubt on them and they ran as if they were snared when they weren't. I put a post up about it for the GMs to look at, but then I felt like an idiot the next day when I couldn't duplicate it. But if you're having the same kind of hit and miss flee issues, I may not have been imagining things.
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#6
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![]() What I was talking about specifically was mobs fleeing when low on HP. They run at about 20%, which is right, but yesterday for example I was soloing dogs in KC and when they would flee, they were running at full speed initially. As in, it was actually playing the running\pursuit animation for the mob. I am quite sure that never happened on live. Mobs would only run from you using their run animation if they were feared without snare and still had a lot of HP, or if it was a green con and you got it low on HP, I believe they would run early, and at full speed. Dark blue mobs never fled like this though.
I'm only talking about the full blown running, once you hit them a couple times after they start running at full speed, they start simply walking fast, which IS classic. The last patch that increased the flee speed got it right with the fast walking but then took it a little too far, so that they are outright running. | ||
Last edited by douglas1999; 06-30-2012 at 10:53 AM..
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#7
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![]() The real question here is, who in this thread can provide evidence that what they are claiming is actually how it happened, or still happens, and how many are basing it off of memories from 13 years ago that could be falsified by time?
I play Live's Test server, the mobs here are indeed a little faster, but not near as much as everyone makes them out to be. Especially if the mob happens to be SoW'd. Fleeing/snared or not. And I can provide FRAPs evidence of this if need be. As for the "modern versus Classic" debate... I checked and did see a single patch note, from 1999 to 2012, that indicates mob flee speed, sow speed, snare speed, or any other form of runspeed, was universally changed. Logic dictates that it was the same way back then as it is now. EQMac would also be a good judge. Until people can provide some sort of solid evidence stating otherwise. They won't change a thing. You can make all the posts/threads and complaints about "this is how I remember it" that you want.
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#8
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![]() Well you're totally right about that, and I wish I could find some documented evidence. I'm only so certain because almost every other change they make I remember as being accurate from classic, but when they changed the run speed it jumped out as being drastically wrong immediately. I quit EQ during luclin, so I don't have very many non-classic era eq memories to get things mixed up with.
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#9
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![]() Quote:
It's quite obvious to those of thus that were there in 99, 00, 01 and on and on that a mob on low health(depending on mob type..use goblin for example) would flee slower than at higher health (just like players). Yet now, they intermittently flee at slow speed, half speed, normal speed and full speed. Additionally, their animations don't always match. You get cases where the mob is moving slow in relation to your movements, however their huffin and puffin their legs and arms like some small old guy trying to power walk. Now let's talk bout the amount of times a mob changes direction. The only time a mob should change direction when fleeing is if the server recognizes an immovable object in the mob's path. When the mob reaches it, it turns or adjusts it's position. On this server, especially after the last patch, mobs turn randomly and frequently for no reason when they are low health or fleeing. Face it, the server has errors and until people can provide evidence stating otherwise, they won't change a thing. We're both saying the same thing, but it's not unreasonable to let people post their thoughts and findings on events in the game, whether in the bug forums, petitions or general chat. If the GMs spent as much time listening to community feedback about the bugs, as much as they sit in zones while we raid on 'raid nights' the server might actually get a bit more stable and consistent. Out of curiosity what was the date of this 'patch' you saw that mentions a universal change in monster flee speed. | |||
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#10
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![]() Quote:
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