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Old 01-30-2006, 05:30 AM
Ibix
Sarnak
 
Join Date: Jan 2006
Posts: 40
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To start this off, we are running a 0.6.4 server that is NOT the most up-to-date, but is running the pre-compiled binaries from 3-4 weeks ago, on a Windows server, using Mini-Login (not that this should come into it at all really).

Monster corpse-camping code needs to be updated I believe. I think I've seen this mentioned elsewhere, but don't see it in the SF bug list, nor in this thread.

Monsters do not camp corpses at all... This would seem wholly beneficial, although detrimental to the difficulty factor in some zones. The problem is that monk/necro/sk(?) feign death do absolutely nothing for pulling. There is, currently, pretty much no reason to ever play a Monk... decent top-end DPS, but nothing compared to other classes and without FD split-pulling working, there is no real reason to play one.

I don't know precisely how the code works on Live, but it would seem that perhaps monsters have another column in their table with an upper-limiter for the amount of time they will camp a corpse, with some number (0 maybe?) signifying a perma-camper. Basically, monsters will stay at the 'corpse' (really dead or not) for a seemingly-random amount of time, and will begin returning to their spawn point one by one. I'm not sure but maybe the amount of aggro factors into this (like, the one the monk actually tapped may stay longer?) or it may not. Even if not, it would just be cool if monsters stayed at the corpse a random amount of time between like 1 and 10 seconds before pathing back. I'm sure someone who has played a monk more, or has more experience with this situation would be able to give a more exact answer as to how this all works. I just know that Monks are currently Rogues who do less DPS, cannot hide/sneak, and their only benefit is mend.

If more details or insight is needed, or if this issue has already been addressed, my apologies.
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