Merchant Archive
Thread: Uh Oh....
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Seratt
Wed Mar 31, 2004 4:41 pm
#15
Couldn't they do something else other than have a mob warp on you?This isjust a horrible idea to implement. Maybe I simply have really BAD past experience with this from EQ.
Onichi
Wed Mar 31, 2004 4:48 pm
#16
True.. not sure how difficult the code is to modify of course but I would have thought that instead of warping a MOB a new Path around an object would have been better.. or just having the MOB warp 20m forward as opposed to warpingwhere it would have been "several seconds after being stuck".
Eaca
Wed Mar 31, 2004 4:52 pm
#17
So long as it only affects truely stuck mobs, it shouldn't affect us too much. The times I've gone krayt hunting we've had real people and pets tank them, not harvs and rocks, so I don't see this as a bad thing really.
PsychoticChipmunk
Wed Mar 31, 2004 4:57 pm
#18
Well we don't have the 2.5x melee modifier anymore (and there was much rejoicing) so unless you are prone it shouldn't be anywhere near as deplorable as it was back when we were grinding out. However, after fixing the pathfinding issue I doubt they would break it again. And if they do it'll be a quicker fix this time.
Xyber_Hex
Wed Mar 31, 2004 5:20 pm
#19
I can see why it HAD to be done.
Some people just have to abuse everything they can, and that includes the people who carry harvesters for Krayts and who trap the Giant Dune Kimos against the wall of their city.
Hopefully this wont be as bad as it can be.
G3N0C1DE
Thu Apr 01, 2004 8:30 am
#20
Well back to conceal shot for me 
Hopefullly this will stop all those uber rifleman/architect people. Find a high level mob, drop a extractor get them stuck and spam strafe 2 
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