Alternate Everquest
Feedback and Bugs => Bugs => Bugs: Pathing => Topic started by: Dolmir on January 14, 2019, 07:03:05 pm
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Sometimes when a mob starts to flee it will instantly disappear and end up somewhere else in the zone. This usually causes a train of mobs to swarm and attack you after some time and so is pretty bad for player experience. I have noticed it in the following areas
- SolB near the lava surrounding the efreeti camp
- CT beneath the temple areas in the tunnel just before the ooze pool
- Upper Guk AC camp
These areas do have something in common: in each area, there is a body of water preventing the mob from fleeing to some destination by land. I suspect this is the cause of the issue.
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I've encountered this behavior as well, particularly in Dulak.
Once the NPC reaches the threshold to begin fleeing, it appears to warp under the world, then appear a short distance away, usually in a place inaccessible to players. This begins the long path of trains that will usually arrive around 5 or 10 minutes later, depending on how far away the fleeing NPC gets before reaching another mob to share social agro.
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Unfortunately we are not sure how to fix this "glitch" -- at least not at this time :(
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Is there any chance you can do something to at least mitigate this? For example in the ooze pool area in CT this is a really big problem. Maybe configuring those oozes not to flee could make that area less of a death trap.