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Message ID: 14095
Date: Mon Jan 31 19:01:17 GMT 2000
Author: Rokenn Swiftsong
Subject: Warping (was:RE: (OT) Lower level discrimination was Play Time?)


>From: <kim@...>
>Reply-To: eqbards@onelist.com
>To: "'eqbards@onelist.com'" <eqbards@onelist.com>
>Subject: RE: [eqbards] (OT) Lower level discrimination was Play Time?
>Date: Mon, 31 Jan 2000 13:13:27 -0500 (EST)
>
>On Mon, 31 Jan 2000, Kimes, Dean W. wrote:
> >
> > The warping in Q Hills is definitely NOT (ooh sorry Harm, sir 20 lashes)
>a
> > function of bandwidth or ping. The warping in Q Hills makes things that
>run
> > away reappear at the zone line to Qeynos every time. Its different, and
>
>Ah, you're talking about pathing warping, not display warping.
>
> > with that warping anyhow? How does it get so confused, the pathing in Q
> > Hills must really suck. Hmm maybe they just copied the pathing code
>from BB
> > over and they can't find the ramps. 8p
>
>I think it's just a failsafe they put in, like how players are
>deposited at a "safe location" if you fall under the world.
>If a mob can't path to a target, the game assumes it's stuck
>and warps it to a known "safe" spot. In theory, once you fix
>all the buggy spots, the warping goes away. :)
>
>--
>John H. Kim
>kim@...
>


Last night in Sol B we had 2 groups doing FGs. We got off to a rough start
with the first two. The first one went down with out to much trouble, but
the second one was a real pain. Then to top it deciced to run when it was
nearly dead. Well it got stuck in the wall and warped back to it's spawn
point and was reset to full HPs! ouch. It was a blast though doing FGs with
just two groups, very challenging.
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