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Post by questors on Nov 23, 2023 9:13:48 GMT -5
I have noticed mobs move crazy fast. Is this normal?
Also, when fighting a mob, unlike/unrelated mobs will also aggro and assist. These mobs don't normally aggro simply by being near them. For instance, Innothule Swamp, rats mass aggro when fighting a snake. The rats do not aggro my toon unless I attack.
Is this intended/normal?
Basically I end up with massive mass aggro train-like situations that would make Guk frogs jealous.
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Post by insipid1 on Mar 5, 2024 14:22:51 GMT -5
I wanted to bump this because I just joined and noticed this immediately.
For example, if I attack a spider and there's a bat nearby, the bat will aggro and fight me if I attack the spider.
Mobs didn't behave this way in classic...is this really intended? I feel like this has to be a bug.
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Post by Kaelynn on Mar 5, 2024 15:58:10 GMT -5
Did you ever think that maybe the bat and spider have been through some things together? maybe they went to college together. If I saw my old college buddy getting attacked, Id certainly step in. I've definitely seen the rat and snake drinking together in a Kaladim pub. Likely have been friends for years.
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Post by insipid1 on Mar 5, 2024 16:24:22 GMT -5
Did you ever think that maybe the bat and spider have been through some things together? maybe they went to college together. If I saw my old college buddy getting attacked, Id certainly step in. I've definitely seen the rat and snake drinking together in a Kaladim pub. Likely have been friends for years. Lol I do appreciate this commentary, and perhaps these two entities were friends and graduated college together...but I'm strictly working on the idea of how EverQuest traditionally works.
As someone who played extensively back through Classic, Kunark, Velious, etc... this is a jarring change, and like the OP mentioned, I almost immediately had a train of "normal" mobs because I attacked one of them. This cannot be intended, right? It deviates so hard from what EverQuest is where determining social behaviors was part of the game. Seems like in this version we just assume everything is auto-aggro if anything else is fighting near it?
Taking your analogy further, surely ALL of these mobs aren't best friends and went to college together, right?
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Post by Bupu on Mar 6, 2024 9:36:36 GMT -5
Mobs have faction - faction is who they like and will attack or assist.
There are many that share faction. Rats and snakes are animals and likely share the same faction there for attack one attack the hive.
In some cases they are straight up KoS and if you are nearby they attack.
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Post by insipid1 on Mar 6, 2024 11:26:14 GMT -5
Mobs have faction - faction is who they like and will attack or assist. There are many that share faction. Rats and snakes are animals and likely share the same faction there for attack one attack the hive. In some cases they are straight up KoS and if you are nearby they attack. I completely understand there are factions. My point is that Imperium has modified the way factions interact compared to the way they work in EverQuest Live (and Classic/p99).
You can test it yourself by going to Kelethin on Live or p99 as a level 1, attack a bat and drag it to another bat. The bat will not assist the bat.
If this is a design choice for Imperium, I absolutely respect that! However, if it wasn't a design choice, it felt fair to bump the OP since I had the same initial reaction they did in noticing the different behavior
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Post by Bupu on Mar 6, 2024 22:22:20 GMT -5
I do not touch faction often and when I do it is to create my own. Whether by design or not we tried updating to P99 current faction and it over wrote our custom factions. It is too much work to rework it all.
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Post by insipid1 on Mar 7, 2024 13:11:37 GMT -5
That's great to know, thanks for sharing those insights. I totally understand the effort not being worth it if it's a challenging thing to rework
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