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Re: Mobs assisting PCs then killing them
Posted: Wed Mar 26, 2008 4:58 pm
by Selveem
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.
Re: Mobs assisting PCs then killing them
Posted: Wed Mar 26, 2008 7:15 pm
by Japcil
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.
Re: Mobs assisting PCs then killing them
Posted: Sat Apr 26, 2008 6:47 am
by Telk
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.
Re: Mobs assisting PCs then killing them
Posted: Sat May 03, 2008 5:42 am
by Lounti
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>
Re: Mobs assisting PCs then killing them
Posted: Sat May 03, 2008 5:43 pm
by Japcil
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.
Re: Merchants and Bandits
Posted: Thu Jan 14, 2010 11:48 pm
by Caelnai
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.
)
Thanks!
Re: Merchants and Bandits
Posted: Fri Jan 15, 2010 4:18 am
by Raona
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.
)
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.
Re: Merchants and Bandits
Posted: Fri Jan 15, 2010 4:59 am
by Caelnai
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.
Re: Mobs assisting PCs then killing them
Posted: Fri Jan 15, 2010 1:58 pm
by Caelnai
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.