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Message ID: 21525
Date: Fri Sep 22 22:09:50 BST 2000
Author: John Tatsukawa
Subject: Re: [eqbards] Change in fleeing in patch?


http://boards.station.sony.com/everquest/Forum2/HTML/016495.html

Hello all,
I noticed a number of people here talking about the way that creatures
decide to flee, referring to a change that went in with the last patch.
After speaking with the programmer responsible for AI among other things,
it's apparent that there was a change made while optimizing code that
caused an "unintended fix" to the AI. Though no one sat down and said, "I'm
going to make creatures flee more", that's the result.
Without going too far into specifics and formulae regarding the decision to
flee, there are several "components" that NPCs use to determine how brave
they are. One of the common ones that everyone knows about is the
interrelation of hitpoints and level with the attacker. One of the other
less-known components was using some uninitialized memory (memory space
allocated to a variable that hasn't yet been 'set' to anything, and usually
contains garbage) that had the effect of making NPCs much more brave than
they should have been.
We are going to discuss this in the tuning meeting Monday, but my initial
impression is that the AI is now working as it should, and I like how
things are turning out so far.
What are your thoughts?
- Gordon


At 09:26 AM 9/22/00 -0600, Kimes, Dean W. wrote:
>
>Did anyone else note a change in the fleeing over the last couple of nights
>since the patch? I had some weird things going on where mobs that normally
>don't run until quite hurt were running away at over 50% health. This made
>the Chains nerf really a big deal. We had to zone twice because I couldn't
>even hardly slow the mobs fleeing sine they were running away so early.
>Anyone know if this is a permanent change?
>
> Kit
>
>Please send submissions for the eqbards newsletter to lol@...
>with the subject submissions.


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