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Mobs
Feb 27, 2004 11:09:53 GMT -5
Post by pixie on Feb 27, 2004 11:09:53 GMT -5
What i would like to see:
ALL mobs classed, save maybe citizens, tourists, dogs and cats..
also would like to see all mobs have skills appropriate to their class.. example Andrus he is a mage, he should not have heal pzar maximus or whatever else, he SHOULD cas edrain randomly to heal self, he SHOULD be able to tnuke, he should meteor swarm!
mobs should have mana if spell casters!
If in the above example Andrus tnukes, he should be out of mana for a while and unable to cast spells, he should have a lot of mana, and should regen it within reason, following close to same rules as morts.
warrior mobs should have disarm,(24 +) always have atleast dhit (assuming mob level in 21+) etc.
Now bending the rules of class slightly is fine, a warrior mob level 20 can have 600 hp and dhit, if they are a sturdy race bred for fighting, (minotaurs etc) buff em further.
anyhow, classed mobs would be nice, expecially if they followed the rules for said classes
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Mobs
Feb 29, 2004 2:16:35 GMT -5
Post by Dank on Feb 29, 2004 2:16:35 GMT -5
some of the more sophisticated mobiles possess class-based procs: gordonesh and aarondel, as priests, for instance, can cure blind/heal; kadakithis and tempus, as warriors, grapple; and mizraith and the master of goodness use various magical offensive spells.
it would be interesting to sprinkle more class-based procs throughout the general population, signifying a random assignation of skills to the commoner... imagine that the citizen you just jumped decided to fight back with a grapple or a magic missile... hell, he was once a member of the city's militia...
modifying some of the procs that have been assigned to current mobs would make them tougher to take down and would bring their defenses more in line with their apparent "class" type.
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farbekrieg
Junior Member
"CCChha cha cha changes, time to change the oil... dont wanna be an oily man.
Posts: 88
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Mobs
Mar 5, 2004 23:17:36 GMT -5
Post by farbekrieg on Mar 5, 2004 23:17:36 GMT -5
Giving a mob nukes is problematic in that it could result in the permadeath of those who fight him or the permanent loss of hps
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Mobs
Mar 6, 2004 0:44:32 GMT -5
Post by Arizhel on Mar 6, 2004 0:44:32 GMT -5
Actually, I'm in total agreement.
In my experience, the nuke code has -always- been somewhat problematic, producing things like weirdness with stats and the ever-popular 'undead mages', who had negative -natural- hitpoints.
If it were completely up to me, I'd just take it out altogether.
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Mobs
Mar 6, 2004 4:32:50 GMT -5
Post by pixie on Mar 6, 2004 4:32:50 GMT -5
I like nuke, makes level 27-imm take about 2 hours..
anyhow, i can see the problems, and with the revision, i am sure it can be dropped, but in general, i would like to see mobs more in theme with their class. not to be picky, but saves are kida fubbed too, i was slayed by miz the other for for *gasp* 8 hp. maybe the mobs wont be such poofs after things like that are fixed...
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Mobs
Mar 7, 2004 2:22:40 GMT -5
Post by Arizhel on Mar 7, 2004 2:22:40 GMT -5
There's actually plans laid for a completely revised spell save system. It's another one of those things that's just going to take time. We have a lot of good ideas in the queue right now, and only one coder with which to implement them.
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Mobs
Mar 9, 2004 3:15:38 GMT -5
Post by Aneyou on Mar 9, 2004 3:15:38 GMT -5
I *know* Unicorn is good enough to fix the nuke code if he wanted to so...so i dont see any reason to take out such a spell...except that nuke doesnt seem very medieval. Other than that, sideeffects can be coded out. And i really like Pixie's idea of making mobs have class skills etc.
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Mobs
Mar 11, 2004 11:30:37 GMT -5
Post by Silverking on Mar 11, 2004 11:30:37 GMT -5
I think Pixie's idea of classed mobs are a really good idea too. Mobs should be held to the same skills and limitations as a player class. The only mobs that I could see that get exempt from this are mobs with levels 31 or higher.
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farbekrieg
Junior Member
"CCChha cha cha changes, time to change the oil... dont wanna be an oily man.
Posts: 88
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Mobs
Mar 25, 2004 12:51:41 GMT -5
Post by farbekrieg on Mar 25, 2004 12:51:41 GMT -5
The problem is pzar max is there to make it damn hard to reset with a ranger (ie encouragement of grouping) remove that and tough mobs become even more cake
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Mobs
Mar 25, 2004 18:19:49 GMT -5
Post by pixie on Mar 25, 2004 18:19:49 GMT -5
I dont know, if andy WoD'd tank for 2k dam, wouldnt that be more disruptive to group than say a pzar, which just adds time?
Clerical and pal mobs could still pzar max, and seeing as I would also like to see eq load on correct mobs, thief eq on thief ninja on ninja, overpowered clerics could have to kill hardest of all with pzar max.
side note, all mobs in mahn tor are good aligned, as near as i can tell, as i watch my align drop like a rock killen em, yet all eq there is !g? this is what i am aluding to on make eq match mob.
Also! would be very cool to make mobs load desc based on eq, ariz statue should not have cool wing desc if wings not loaded, could abolish the <worn wherever> and make people read mob descs if they wanna see if eq loaded!
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Mobs
Nov 25, 2004 2:46:15 GMT -5
Post by Tarbal on Nov 25, 2004 2:46:15 GMT -5
ive been off the boards for a while....and now i am trying to get caught up...and i was looking at this idea of a mobs desc having eq on it if is loaded without the whole <worn> thing....even though i am still a n00b at WB...is this doable by making 2 different mobs....the first mob on the load list has say 1% chance of loading...mob 1 loads then mob 2 does not load...if mob 1 does not load then mob 2 loads 100% of the time....the 2 mobs would be identical cept mob 1 has the desc of some eq in there.....you would have to read it to see it....then when you kill mob 1...it loads said eq 100% on death....anyways...would this work...cuz if it does...id like to try it
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Mobs
Nov 25, 2004 8:47:50 GMT -5
Post by Arizhel on Nov 25, 2004 8:47:50 GMT -5
Actually, yeah, that'd be a pretty creative way of doing just that.
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Mobs
Oct 30, 2007 20:22:28 GMT -5
Post by Tarbal on Oct 30, 2007 20:22:28 GMT -5
anyone have the list of mob procs? the online list i had been using is now closed for somereason *dangit*
thanks
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Mobs
Oct 30, 2007 21:13:09 GMT -5
Post by Maranta on Oct 30, 2007 21:13:09 GMT -5
Guh there goes the list I was using... nuts to me for not making my own copy for future reference.
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