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Message ID: 14991
Date: Wed Feb 16 14:37:29 GMT 2000
Author: Papa Legba
Subject: Re: Mistmoore


> Hmm, the only note I saw was about fixing mobs teleporting
> away when fleeing from you. This is a big problem with the
> Hill Giants in Rathe. None of the Mistmoore pathing problems
> I know of are caused by this.

Just this wekeend I experienced this in Gorge and E karana. In gorge,
my group was actually cooperating with some other people in the area
(what a crazy idea, eh?). Basically my group of three (lvl 16 war,
cleric, wiz) and a 17 sk (solo) and a 16 druid (solo) were all pulling
to the Runnyeye zone. It was a good relationship, our war would pull
extra mobs of the druid, she would give him the damage shield/sow. I
ended up having to root occasional runners for the sk because of the
teleoprting problem. (At first I dont think he wanted to ask for a
root, normally he was just paying me for occasional heals, 1PP for
"Healing", 1PP for center/holy armor, but after 10 minutes of watching
him chase, come back, chase, come back, I figured out what was going on
and told him just to give me a message when he needed a root.

>
> In MM, the main problem is that mobs don't take a straight
> line route to get to you. Anything you pull from or in front
> of the ballroom runs through the ballroom, out the back,
> through the negotiator room, and then towards you. On the
> way, it picks up all the mobs in the ballroom, the negotiator
> room, and the gargoyles in between. (There are other pathing
> problems, but this is the big one. Second would have to be
> that annoying mob which immediately runs for the castle when
> it sees you - doesn't even bother to attack.)

Theres a froglok in Guk that would do this. He'd see our warrior, and
take off (never having been attacked) for the well room. I think our
warrior figured out to sit down, and call for one of the casters to come
root it when he saw it...
>
--
We now return to the non-stop rock.

Matt DeBarger