Posted by Proud Blade(VIP) on April 24, 2000 at 16:08:13:
In Reply to: Hostile mobs posted by pissed off like hell on April 24, 2000 at 15:26:33:
If you flagged aggro mobs so that they didn't attack lowbies, lowbies would be perfect exploration character... no investment of time, just run around, pick up gear lying around in high-level areas, and map as they go.
The second solution would be to flag aggro mobs so they are only aggro within their own zone. This works a little better- lowbies still need to avoid wandering into Trothon or wherever, but the lure-and-quit crap wouldn't slaughter lowbies either.
A third idea would be to code it so a mob that tracks and hits a "dead end" (because the trackee recalled/teleported/whatever), returns to its original place. For maximum realism, you'd have the mob walk room by room, but I would suspect this would be a pain to code, as the mob would have to keep track of its own steps. A compromise would be to have the mob echo something to the room like "[Mob] gives up, and walks back the way it came.", and transfer the mob directly to its "start" square. Simpler to code, stops the annoying lure trick, and is great for areas where certain mobs are supposed to be found in certain places for story reasons.
> Hostile mobs shouldn't be able to attack newbies
> Examples --Someone tries to kill Hela, fails, and flees. Hela tracks to Silverwood -- then newbie going to goblins runs into her, and dies.> Someone fails to kill the Monmouth from battlefield, it tracks to the grove, newbie going to FoN dies
> more like that...