Is it neccesary to have agressive mobs in agressive areas?

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Gregal

Is it neccesary to have agressive mobs in agressive areas?

Post by Gregal » Thu Apr 06, 2006 6:15 pm

Alright so I just have to ask, why is there mobs in areas where there is going to be fighting, and these mobs have spells that could kill you along with all the other creatures. I personally think this isn't fun for many people especially if I was preparing spells and then a mob walks in attacks me, then the passive mob is standing there casts a spell that affects everyone, and then bam your dead! This has happened twice to me. Once with a watch wizard that ruined some good rp, and this time where a Dwarven Priests decides to wreak havoc on a hobgoblin and rat killing me. I just have to question is this really neccessary to have? Sorry if the spelling is bad :(
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Kelemvor
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Post by Kelemvor » Thu Apr 06, 2006 8:09 pm

The question of mobs which assist (and then use area spells which are detrimental to the player they are trying to assist) was raised for discussion amongst the Imms recently. We were getting tired of raising folk ;)

As soon as things allow we hope to amend the manner in which area spells work in these situations, but as with everything else it depends upon the free time and good graces of our coders.

For the time being, keep a wary eye when roaming places that have those do-gooding mobs who's help can turn out to be bad for your health.
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Post by Isolrem » Fri Apr 07, 2006 2:04 am

biggest problem I've noticed is the priest at entrance to undermountain. Do NOT engage in combat with any orcs or goblins around him or you WILL die.
sorry if this is too IC, but the area contains many newbies and the occurence is common. I feel a warning is called for.
(according to Gregal's post, it has happened once to him already)
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Zach

Post by Zach » Fri Apr 07, 2006 6:33 pm

Isolrem wrote:(according to Gregal's post, it has happened once to him already)
Happened to me as well...
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Post by Cret » Sat Apr 08, 2006 11:51 pm

If the mobs are not agro. What is to stop Glub-glub the half-orc spell wielding twink rogue-warrior from walking in to a room, waiting for only 1 mob to be in that room. Then anilating it. Rince, lather, repeat. Or people sitting in an agro area, alone, meditating/resting/sleeping, picnicing between combats?
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Post by Nysan » Sun Apr 09, 2006 4:05 am

If I read this thread right, it questions the purpose and extend of usually 'friendly' mobs involving themselves in fights.

In my somewhat extensive gaming career, RP or otherwise, it is quite natural for friendly mobs to assist players at times.

The issue of extend pointed out in this thread does raise an interesting point though. Using the example already offered of a 'helpful dwarven priest', I do not see it as IC for a priest of his nature defending himself and those friendly near him to be using Area Effect spells that will most likely harm or kill himself or those friendly to him in the Area.

Quite a "downer" to some young players taking their firsts steps into one of the most famous dungeons of the FK world (solo or grouped), merely to be turned to ashes and grinning skulls by the mob set there to warn them about the dungeon merely because an 'attack on sight' mob is in the same room.

It may be IC for a mob to assist players, but not cause the player's deaths in the process. *shrug* Or maybe dwarves get bored sometimes and want to spice up the day. :wink:
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Post by Zach » Mon Apr 10, 2006 5:19 pm

Nysan wrote:using Area Effect spells that will most likely harm or kill himself or those friendly to him in the Area.
The area effect spells harm all those NOT in the group with the caster... the caster will not be harmed nore will those GROUPED with the caster... the priest is not grouped with anyone... but is still considered a "friendly" mob... but without being grouped with him... he does not present himself as being all too "friendly"

But this will soon be in the past and once again. I will be thankfull for the quick responce from the VOLUNTEER IMM staff.
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Post by Nysan » Mon Apr 10, 2006 8:15 pm

Zach wrote:
Nysan wrote:using Area Effect spells that will most likely harm or kill himself or those friendly to him in the Area.
The area effect spells harm all those NOT in the group with the caster... the caster will not be harmed nore will those GROUPED with the caster... the priest is not grouped with anyone... but is still considered a "friendly" mob... but without being grouped with him... he does not present himself as being all too "friendly"

But this will soon be in the past and once again. I will be thankfull for the quick responce from the VOLUNTEER IMM staff.
Was this response supposed to be hostile? Cause it feels hostile. Perhaps its just the way I read it. *shrug*

The main point of my prior post was to agree that the oddity of a good-natured mob causing harm to other good-aligned mobs/players through spells when it is not really IC to do so is worth some attention. Especially a 'helper mob' placed somewhere to inform new players of an area, like the mentioned dwarf priest.

We all know the imms are volunteer staff and we appreciate their efforts greatly. But this is a discussion forum, no need to be hostile when folks discuss on it. :)
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Post by Zach » Mon Apr 10, 2006 9:04 pm

[quote="Nysan Was this response supposed to be hostile? Cause it feels hostile. Perhaps it’s just the way I read it. *shrug*[/quote]

I read my post again. I do not see how it could be hostile... If I came out this way. I did not mean it. I was just informing those that may not have known. He would not hurt himself due to the fact that area effect spells do not affect the caster or his group (unless they are meant to be that way). In your post it said came across to me that he casted area effect spells will harm friendly people to all around. That is not true... only the ones NOT grouped with said caster... I was not angry... I am WAY too tired to be angry... I was only discussing the fact that the area effect spells only effect those NOT grouped. Did not mean to harm friendly adventurers... just an overlook (as I see it) in the code...though I could be grossly wrong

I posted a side note of thanks to the IMMs. Why can I not give thanks to something I have made reference to?

Once again... I am sorry Nysan if i came off being harsh...
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Post by Isolrem » Tue Apr 11, 2006 8:50 pm

simply removing AOE spells altogether from mobs (or at least good/non-hostile/quest-specific ones) will probably not affect gameplay too much... a lot of gameplay is affected by it...
Just the other day, I was on a quest to kill a mob (which spawns only for the quest), his aoe attack had another mob attack him and lay the killing blow, and I was unable to complete the quest.
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