Cure
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
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Cure
It seems as though monsters, even balrons and stuff, do not attempt to cure themselves at all.
Is this accurate? It makes farming pretty easy and I was just wondering
Is this accurate? It makes farming pretty easy and I was just wondering
Re: Cure
Yes, era accurate.
The boost to NPC AI landed during the UOR publish that boosted many mechanisms such as pathfinding, spell casting, etc...
The boost to NPC AI landed during the UOR publish that boosted many mechanisms such as pathfinding, spell casting, etc...
Re: Cure
Yea it may seem like it "makes it easy' but overall it's neccesary for the feel of t2a. Here's why, like Faust said they changed that as well as pathing during UO:R.Iced Earth wrote:It seems as though monsters, even balrons and stuff, do not attempt to cure themselves at all.
Is this accurate? It makes farming pretty easy and I was just wondering
UO:R was also the end of dungeon pvp, thanks to not only trammel but also due to the fact Feluccan dungeons were impossible to survive in with AI that smart. Another factor is of course there were no players to keep off the monsters all the time, so if mobs here were smart we'd see less people wanting to "hang out in dungeons". Right now dungeons are such a hotspot for pvp, many people don't even realize it. They are fun to pvp in too.
Right now with monsters that don't path, dungeons are still dangerous to pvp in but not to the point where no one will fight around some dragons. It's possible to pvp around dragons and the better dungeoneer will survive the fight and avoid fireballs while his opponent gets hit by them. They also add an interesting element in pvp with the environment being dangerous as well.
- MatronDeWinter
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Re: Cure
On that "dungeons were dangerous" note:
I remember playing on pacific in t2a, and virtually nobody went to dungeon hythloth. The reason was, if you recalled you any rune marked in there, the massive lag-causing over-spawn (talking 60 monsters in one location) would just crash you, or you would just insta-die or get pinned against a wall.
Almost nobody went in that place because it was just too spawned, and because people did not go there, it remained over-spawned. Some of the lower levels of terra keep were like this too, and many other places. There are entirely too few monsters in the dungeons here.
I remember playing on pacific in t2a, and virtually nobody went to dungeon hythloth. The reason was, if you recalled you any rune marked in there, the massive lag-causing over-spawn (talking 60 monsters in one location) would just crash you, or you would just insta-die or get pinned against a wall.
Almost nobody went in that place because it was just too spawned, and because people did not go there, it remained over-spawned. Some of the lower levels of terra keep were like this too, and many other places. There are entirely too few monsters in the dungeons here.
Re: Cure
The main problem with this is that RunUO servers do not use the same spawning system that was in place during the t2a era. Hoping someday Batlin will be able to crack this future probject from the original code/core and get it rolling towards era accuracy. There are way too many spawns here that have a unique individuality associated with them when there were very few of those that actually existed back in t2a. For example, that semi-graveyard area by Yew that spawns four liches just does not seem right at all. The above world spawns were on a VERY slow timer. I remember reading an article discussing spawn timers that had about 3-4 values such as instant, 5 minutes, 20 minutes, and 60 minutes. Ninenty plus percent of the timers don't need to have some sort of individuality associated with them.MatronDeWinter wrote:There are entirely too few monsters in the dungeons here.
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Re: Cure
ok awesome. I think it's fine, farming is pretty fun and can be challenging in its own right, especially since player interference has been on the uptick lately.
- nightshark
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Re: Cure
Monsters do cure, it's just a random spell they cast as opposed to UO:R publish where they would notice they were poisoned and cure, notice their low health and heal or notice summons and dispel, etc.
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Re: Cure
They are not suppose to cure... if they do than it needs to be fixed.
Re: Cure
monsters on UOSA cure when they reach a 10% or less HP Range. They enter "flee" mode and they will cure themselves at this point.
Other than that it is rare for them to throw out a cure at anything greater HP-wise.
Other than that it is rare for them to throw out a cure at anything greater HP-wise.
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