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Support::General Support Post all topics here having to do with errors while trying to connect to an EQEMu server but not about the setup/running of the Server itself. |

08-23-2007, 02:37 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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There shouldn't be a social field in npc_types anymore because it is no longer used. Even if you had the column in the db, it wouldn't work anyway because the code isn't functional.
I wasn't pointing the finger, KLS I asked a few devels and I agree it is a low priority bug anyway. As Angelox said, it will cause noobs to be better pullers  Though it is bugged. Most noob mobs shouldn't assist each other, and currently they all assist each other, whether they are the same race or not.
Last edited by cavedude; 08-23-2007 at 10:39 PM..
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08-23-2007, 02:52 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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I should add, the reason the social column isn't used because with our faction system it shouldn't be needed. The issue is all mobs on the same faction will assist no matter what. So if Bat A and Rat B are on the same noob faction (which they are in PEQ to allow guards to work) then they will assist each other. Obviously, this is not live like and was never live like. Wasps and beetles are two forms of mobs that should assist, but they should only assist themselves, and no outside races. So, you'll see a "beetle" faction and a "wasp" faction on PEQ which does just that.
The best way to correct this system I feel is to allow faction hits to override assisting. If you place bats and rats on "noob monster" faction and don't want them to assist each other, then you'd create a faction hit of 0 against "noob monsters" whenever they are killed and have it passive (as apposed to hostile or assist) At present time, same faction mobs will assist even if the hit to the faction they are on is set to passive or hostile. Factions can be confusing in the db, so I'd hate to see what they are like in the code. That's why I am in no rush to see this fixed.
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08-23-2007, 10:26 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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I've actually went through a lot of the newbee zones and done just that , bats assist bats, wolves assist wolves, etc. Also the guards are properly associated with these newbee mob factions. So my newbee zones work fine - but honestly, this is wasted time: most of the work done in these zones will never be seen or used by anyone for a few reasons other than faction. One reason is, the rate at which experience is dealt out. Nobody wants to level slow in these areas. Even on the most strict of servers, I could probaly get ten levels in a few hours, level 60+ in a day or two.
I've given all this a lot of thought (all I can do at work), fast-leveling like this affects many things. For example, loots: I used to harp on how loots were too many and too easy. But, if you think about it, on a 1x - 8x exp server, then loots have to come faster accordingly, else the player never sees the loots and reaches 65 first (an 8x server probably should have extremly common loots, or even #summon command available). Same goes for faction; unless you plan to play in *just* these classic zones at a slow experience rate, then this will not be of any use to any players. Now, I'm not against fast-leveling simply because I have no right to be. But even the default rate that comes with the source is already faster than normal, so everything else should probably be adjusted too.
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08-23-2007, 11:39 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Yes, you could put all the creatures on their own faction so that they would just assist each other. But the problem with that is two-fold. One, that's a lot of factions, and there is no need for them if the system works. That's purely from an optimization standpoint. And two, it isn't live like. I know in Misty as an example the only creatures that were ever social (excluding KOS, gobbys, orcs, bixies) were those damn beetles. The bats, rats, snakes, and spiders would never assist each other. Though in gfay you are right on, there were a lot more npcs that would assist. It's also a much larger zone with a lot more room to breathe.
But this problem isn't just limited to noob mobs, that is just the best example. Smaller dungeons are another good example. If aggro range and assist range are the same, then it's silly to have same faction NPC's assist assuming they already are KOS. Assisting uses a bit more CPU power than straight out aggro and on larger servers reducing it in favor of regular old aggro could make as big an impact as your non-pet spell tables did which I am still thankful for.
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08-24-2007, 06:31 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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I'm glad we're discussing this. I created a few new NPCs in a dungeon the other day, 2 side by side (defending a doorway for instance). I set their aggro radius up, dropped my GM and attacked one. The other stood there like a statue. I even ran up under his dress, dragging his buddy who I was killing with me. No aggro.
So I went to check the database entries for those two. Noticed I forgot to make a Faction. So using PEQEditor, I setup a single faction, assigned it to both NPCs, having them Assist. Repopped, then attacked one of them again. Still, the other would not aggro.
Is that not how this system works?
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08-24-2007, 06:38 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Faction is in shared mem so you need a reboot to take effect.
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08-24-2007, 07:55 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Ahh, ok that makes sense. I didn't think of that. :(
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