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  #46  
Old 06-04-2008, 04:05 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
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Quote:
Originally Posted by cavedude View Post
You are 100% correct, going back a few years
Yeah, I probably should have qualified that I haven't played EQ since 2005

Thanks CD.
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  #47  
Old 06-04-2008, 12:23 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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I had updated to the newest source, but never played. I just was playing some to test a zone, and realized the mobs were running away again when dieing - this is soo cool! I thought I'd never see this on the emulator. This is very needed too, adds much to the game/play challenge.
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  #48  
Old 06-11-2008, 06:04 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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Just thinking out loud here, but when I played a Necro on live, I had some
favourite hunting spots where I knew if I feared a mob in a certain area, it
would run along a certain path.

E.g. in The Grey, a mob feared near the ZI (from Mons Letalis ?) would run along the zone wall to the left of the ZI.

I am thinking that a new table which defines a square area and links this to a grid, such that any mob feared in that box would run to the initial (or nearest) waypoint on the linked grid and run back and forward on that grid until fear wore off.

As long as there were not many such manually defined fear paths per zone, it shouldn't present much of an overhead, either in defining and linking the boxes and grids, or in doing the runtime calculations.

Thoughts ? (Maybe only Necros would be interested in this )
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  #49  
Old 06-11-2008, 07:03 PM
eq4me
Hill Giant
 
Join Date: Jul 2006
Posts: 166
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Quote:
Originally Posted by Derision View Post
Thoughts ? (Maybe only Necros would be interested in this )
I'd like to see that implemented. One of my favorite solo tactics while fighting non-undead with my paladin was to "flash of light" mobs away, so I could heal up or deal with other mobs. That is only advisable If you know on which path they flee.
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