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AI retail behavior

Discussion in 'Old Threads' started by evilset, Mar 24, 2011.

  1. Casval Zem Daikun

    Casval Zem Daikun Getting there

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    Yea, all the rates we used to enjoy stayed the same. Blind faith is blind. Evil can't even speak proper English, not to mention he's already stated his intention to make the server more retail-like not long after he was made dev.
    The only reason for PvE on this server is for crafting and drops. Let's face it, the drops don't work. Odds are they'll never work. Why offer something for free when you can just as easily stick it in the donation shop to rake in the money? How blind are you?

    It's not the same game. Back when this server was an actual private server, fort bosses were downed in minutes, DP skills were actively used in PvP all the time, crafting didn't take years, and our head dev wasn't hell-bent on making the server more retail like for us "babies who don't know what real pvp is." It's not the same server, it's drastically different. You're just missing the point.
     
    1 person likes this.
  2. Rodney

    Rodney Proficient

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    Why do I have the feeling you are from another server trying to destroy us? >_> go away!
    Back to the topic please!
     
  3. ehnnokk

    ehnnokk Well-Known Member

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    AGREE. im not only into pvp.... i like to be able to farm my own stuff, remodels, mats etc. not just pvpvpvpvpvpvpv.
     
  4. Suzuri

    Suzuri Always Riding Fast :P Forum Legend

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    5th page and nobody is on topic trying to help evilset with the few things he asked...

    Please, try to reply only topic related, you can discuss about other things at a new thread.

    I will try to clear some of these points you asked this night evilset.
     
  5. Casval Zem Daikun

    Casval Zem Daikun Getting there

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    >argue for original server stats back
    >obviously trying to destroy server
    >mfw this server is going to be full retail in no time
    [​IMG]

    I give up. You people are ****ing idiots.
     
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  6. TheSweeps

    TheSweeps Getting there

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    I find it really funny he wants us to respond to him yet we go long periods of time without hearing from them. This mob update is just something to do besides fixing other problems. Our server purposely stops drops from happening so now it just means we get 'real' mob AI for nothing.
    If they are going to work on pve stuff how about all the instances that dont work?
    What about the drops that just dont drop?
    What about this fairly bad enchant rate we got? You know its not right when you can enchant +15 easier on retail.
    What about things like mobs going through walls? or shooting through walls both pvp and pve?
    What about all the scrolls ppl are able to stack? Should only be att speed or cast speed, 1 kind of ele def scrolls, crit strike or mag crit, 1 food +1 drink(not 5)
     
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  7. Casval Zem Daikun

    Casval Zem Daikun Getting there

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    Thief! You stole my pic!!
     
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  8. TheSweeps

    TheSweeps Getting there

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    Actually i stole it from some other forum over a year ago :p
     
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  9. Casval Zem Daikun

    Casval Zem Daikun Getting there

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    Either way, I like how that worked out. Keep up the classiness, sir.
     
  10. Asanka

    Asanka ~watching over you~

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    hmmm...
    Code:
    1). An aggressive normal mobs has an aggro radius of 8m when it’s within  5 levels of you. This radius shortens as you approaches the flank and  back of the mob, from 7m to 2m. If you’re at least 10 levels higher than  the mob it won’t aggro.
    2). Similar mobs less than 8m apart will share the aggro target.
    3). After a mob loses aggro, if it starts to walk back to the spawn  location, it will aggro any player within the 8m radius along the way.  But if it runs, then it won’t aggro anything before reaching the spawn  location.
    4). With few exceptions different species of mobs will not share aggro.  Some species of mobs are linked though and will share aggro, such as  master and pet.
    5). When a mob tries to run away it will pick the opposite direction of  its current target. You can affect the mob’s behavior by blocking this  direction.
    6). Healer mobs will cure and heal nearby mobs of their species. They will heal others and then themselves.
    7). Mob skills that knockback or change your position may push you over an edge (except maybe fear).
    8). To escape a mob AOE skill you must do so before the cast timer reaches 80%.
    9). Humanoid mobs can call friendlies within 12m to help.
    10). An aggroed mob will give up the chase after 7 secs if neither you  or the mob is hit. If either is hit the timer will reset and become a  little longer. Summoned mobs also follow this rule. Every time a DoT  hits it resets the timer too, not just normal hits.
    1. Flank and back has nothing to do with mob aggro range. Town/Fort guards and patrols aggro at enemy faction's players regardless of players' levels.
    2. Grouped mobs in aggro range of attacked monster will aggro at attacker too. <- is more correct definition as not all monsters have 7m aggro range.
    2a. There are situations when monsters are in "one-way" relation. Example from retail (altgard, black claw outpost): 2 monsters (mau and mu-mu) standing near each other, if player attacks mau - mu-mu will aggro too but if mu-mu is attacked 1st - mau wont care.
    3. After a mob loses aggro it teleports to spawn location (if hes too far away from it) or walks/runs toward it (rooting/stunning walking/running to spawn mob will teleport it to spawn location and mob will aggro on caster when effect wears off).
    3a. Monsters regenerate full HP(50%/sec) if they lose all aggro (aggro list is clear).
    3b. Monsters lose all aggro if (current)target is out of range from normal attacks and pathfinding fails and monster is not casting or about to cast any skills. Happens when targeted player is on a cliff/tree/rock/building and monster cant normally(without jumps) get there.
    5. Running away is a scripted in AI behavior that many mobs do before using some skills (like this).
    10. Timer is stopped while (if) monster is rooted or has any other non-damaging movement preventing effects. Time depends on range between player and monster.
    11. All mage(sorc/sm)-type and scout(assassin)-type monsters can see through basic stealth. All ranger-type and boss-type(hero and legend) monsters can see through advanced hide.
    12. All boss-type monsters(hero and legend) have immunity to all control effects (slow/root/snare/hold/stun/stumble/knockdown/spin/fear/sleep/tree/paralyze/blind/silence/bind/pull etc... maybe forgot some) and have uninterruptable skills.
    13. Every monster uses skills according to his hp level and in a certain sequence (different sequences/skills for each hp level). Some skills are used limited times per certain hp level or in certain conditions.
     
    Last edited: Mar 25, 2011
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  11. The Ablazed

    The Ablazed Banned

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    Bollvig blackheart has 2 forms, when he is killed he goes to storm curtain form. Currently both are showing.
     
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  12. Asanka

    Asanka ~watching over you~

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    And protected by curtain bollvig cannot be attacked by either race (friendly to all), asmo cannot attack any of his forms (as hes quest npc).
     
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  13. DarkSoul

    DarkSoul Banned

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    Still Looking infos for Mobs?? LoL
     

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