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  #1  
Old 07-26-2011, 07:51 PM
Doktoor Doktoor is offline
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Join Date: Jul 2011
Location: Northwest Alaska
Posts: 160
Default Mob run speed changes?

Did some mobs get a "stealth nerf" or change to thier run speed with the most recent patch?
  #2  
Old 07-26-2011, 07:52 PM
Harrison Harrison is offline
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Join Date: Aug 2010
Location: Massachusetts
Posts: 2,320
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Very doubtful.

We've been bitching about the runspeed of mobs since the server released.

It's a technical problem that is beyond their control with the tools they have.
  #3  
Old 07-26-2011, 07:56 PM
Seaweedpimp Seaweedpimp is offline
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Join Date: May 2010
Posts: 1,640
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Im somewhat curious too. Was pulling jugs yesterday and i could not get out of the hitbox like normal.

I gave up after two tries and a lovely sk trained me ~
  #4  
Old 07-29-2011, 10:56 AM
wc4482 wc4482 is offline
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Join Date: Jun 2010
Posts: 50
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I'm curious as well.. Fighting an aviak darter in SK and had to zone him. Still had about 30% hp and was side stepping and jumping with Sow (and made sure to mouselook ever so slightly to prevent running in a straight path)...

Anyway the bird would catch up to me and smack me a couple times and then fall back.. rinse and repeat. Maybe someone charmed him and sow'd him but I doubt it
  #5  
Old 07-29-2011, 11:05 AM
Vohl Vohl is offline
Sarnak


Join Date: May 2011
Posts: 381
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It'd be neat to hear a dev chime in on this, but I think this might be a connection issue. The JobBOSS client and servers are constantly firing a stream of UDP packets back and forth which contain information like character mana and HP totals, current buffs and debuffs, XYZ location of characters and mobs, etc.

If some of these packets get routed off to Timuktu and back, the server will temporarily think your character is back in an old location which happens to be in a mob's hit box. The question is, how well can the server discard old packets instead of doing this?
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