Merchants and Bandits

This forum contains bugs which the test team think are fixed are awaiting confirmation from the initial reporter of the bug.
Selveem
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Re: Mobs assisting PCs then killing them

Post by Selveem » Wed Mar 26, 2008 4:58 pm

It's hard to say, though. I mean, some of those spells are ridiculously powerful and that's why people stay away from places like Old School of Wonder where if you accidentally attack a ghost it will spam-cast level 9 AoE spells.

Part of the excitement is the chance of death, to me. I'm not saying I _want_ my characters to die, but I DO want the mobs to at least have a chance if my group's not up to snuff.

I think, overall, you are correct. This is obviously something that's doing more harm than good.
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Japcil
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Re: Mobs assisting PCs then killing them

Post by Japcil » Wed Mar 26, 2008 7:15 pm

By all means we should not remove all spells. For tougher quest driven areas builders can still use fight programs to have their mobiles cast AoE spells.
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Re: Mobs assisting PCs then killing them

Post by Telk » Sat Apr 26, 2008 6:47 am

I'd also like to say something like this also happened to me when I was helping Cluggan, when I helped him kill a mob for a quest he cast weird and killed me.

It also appears that Dierdre also casts insta-death spells.
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Re: Mobs assisting PCs then killing them

Post by Lounti » Sat May 03, 2008 5:42 am

Apparently Cluggan does too.

You guess Cluggan is casting weird.
Cluggan's punch nearly removes someone's chest.
Cluggan's punch nearly removes someone's chest.
Someone is DEAD!
Cluggan utters the words, 'weird'.
Your worst nightmare comes to life before you!
That really did HURT!

<edited for quest info>
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Re: Mobs assisting PCs then killing them

Post by Japcil » Sat May 03, 2008 5:43 pm

I'd like to thank everyone for posting their examples, at this time we have all the information we need to place this into the bug tracker.
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Caelnai
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Re: Merchants and Bandits

Post by Caelnai » Thu Jan 14, 2010 11:48 pm

The merchant caravan was fixed via area file.

Still testing harpers and three others.

Anyone else seeing mobs joining in on the wrong side? (Recently, I mean. Many of these were fixed by tweaking area files. 8) )

Thanks!
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Re: Merchants and Bandits

Post by Raona » Fri Jan 15, 2010 4:18 am

Caelnai wrote:The merchant caravan was fixed via area file.

Still testing harpers and three others.

Anyone else seeing mobs joining in on the wrong side? (Recently, I mean. Many of these were fixed by tweaking area files. 8) )
I was going to cite
viewtopic.php?f=148&t=10492&p=76370&hilit=othur#p76370
and Othur Roonsundyr, but it looks like that's an area code issue, already resolved?

In any case, I'm bumping this in case anyone else has other nominations.
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Caelnai
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Re: Merchants and Bandits

Post by Caelnai » Fri Jan 15, 2010 4:59 am

There's two different bugs I think:
1. AoE spells mangling friendlies
2. mobs jumping in to "assist" the wrong side.

The first can be tweaked on the builder side, but the second is a hard code issue I think. For 1. (Othur Roonsundyr and the others) I've been keeping a running list which I will send in to builders when we've triaged all of the bug threads.
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Re: Mobs assisting PCs then killing them

Post by Caelnai » Fri Jan 15, 2010 1:58 pm

Please merge this with this thread and move to Confirmed.

Currently these are broken into two areas:
  • Mobs incorrectly assisting (or not-assisting) PCs. This is in testing right now and will shortly go to Bugzilla.
  • AoE problems which are under Bugzilla (723), but are also being corrected by tweaking the area files. I'm maintaining a list of area corrections which will be sent to builders after this round of bug squishing.
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