#1
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Mobs in flee mode should re-engage if you sit down
Mobs which are in flee mode should return and smack you if you sit down. When you are smacked and stand back up, they should start fleeing again.
I think most of us remember this from classic, but it doesn't work this way on p99. Evidence: http://everquest.allakhazam.com/db/n...00266734142284 | ||
#2
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Just for the casual bug report skimmer, here are the relevant quotes I found from your link:
Quote:
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3/9/01: Quote:
9/7/99: Quote:
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I know this is not in play on P99 as I have seen Jaeil the Wretched get aggroed in a raid and sent into flee mode in the Hole, and he ran up to the pit drop off area, which is a huge distance. To be clear, if someone on his hate list was following him the whole way this would be possible, but no one was. I believe the mobs were just coded to only flee up to a certain distance away from nearest PC on hate list. But back to the original subject of sitting to bring a fleeing mob back, I am indeed thinking this was a thing, but would be nice to find more than 2 posts on it (and not sure if staff would view it as exploit potential on unsnareable / unrootable mobs).
__________________
Wedar - Level 60 Grandmaster <Azure Guard>
Check out my Zone Guide to The Hole The Hole wiki now fully updated and accurate: Hole Wiki Page | ||||||||
#3
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It was definitely a thing but you're right, I can't find any other supporting information since it was a general mechanic.
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#4
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Bump. With the ease of snare due to Chardok 2.0 I see little reason not to implement this classic mechanic. If more evidence is need I'm sure we can dig more up.
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#5
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I don't remember this stopping thing, mobs always just ran (and trained) until they had enough hp to want to come back and attack, unless they either had heal spells which they'd stop to cast or they got stuck on a terrain vertex or in a corner. PEQ surprised me in that if I overrun a fleeing mob it will turn to be moving away from me again. I don't recall this happening at any time from beta 3 through to when I quit playing for good, some time around VoA. Beta reports had to be pretty explicit, too, up until they flooded the servers with the final wave of testers for load testing (called beta 3.5).
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#6
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Quote:
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#7
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Not to be a DB, but none of the evidence presented is anything but anecdotal and beyond that it is third party and limited. If there were a great body of such observations I could concede the point, indeed I wouldn't have posted in the first place, but the sum of all provided information is less than a handful of historical anecdotal observations out of what, hundreds of thousands of posts on allakhazam?
Just sayin'. Note: I am not saying the OP is incorrect, fleeing mobs did return if you sat down. I am saying I never saw the behaviour quoted (unattributed) in Rygars response, regarding mobs running only a limited distance then stopping, unless they got hung up on a terrain feature. | ||
Last edited by GlassDeviant; 10-12-2018 at 11:38 PM..
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#8
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Quote:
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#9
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Quote:
__________________
Wedar - Level 60 Grandmaster <Azure Guard>
Check out my Zone Guide to The Hole The Hole wiki now fully updated and accurate: Hole Wiki Page | |||
#10
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In contrast, I distinctly remember mobs only fleeing a certain distance (extended if you moved closer), but I don't remember, whatsoever, this "sit down" feature to cancel fleeing.
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