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swimming mobsFollow

#1 Jul 28 2004 at 6:37 AM Rating: Decent
while most water creatures can be escaped just by getting on dry land my new Zek toon got killed by a mummy in NR yesterday who swam after my ranger - do all mobs actually follow you into the water and do they fight there without need to breath(even if I go deep down)?
#2 Jul 28 2004 at 7:05 AM Rating: Decent
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Most will follow you into the water. Unless your swimming is over 100 you will not be able to use this as an escape method (and even then it is risky - I would not want to die in the water just for CR issues).

Not trying to flame, but I don't think mummies need to breathe.
#3 Jul 28 2004 at 7:07 AM Rating: Default
I don't flame people who take EQ (and therefore fantasy) serious so I can only agree that mummies don't breathe :)
#4 Jul 28 2004 at 8:09 AM Rating: Decent
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All mobs will follow you into the water. Also all mobs have no need for air. So you can't stay under water and expect the mob to suffocate. I know with a 200 swimming skill I can usually outrun a mob in the water. Maxing your swimming skill is not hard at all so everyone should do it.
#5 Jul 28 2004 at 8:46 AM Rating: Decent
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When I used to hunt Ocean of Tears back in the day some people used to firmly believe that swimming out far enough would make the mob not chase you, but I always had a fear of losing my corpse in the middle of an ocean.

In my experiences mobs always swim, the Qeynos Sewers mobs will swim at SoW speeds and they're level 5. I always make it a point to have a good swimming skill, just because it gives you a chance if you get caught without levitate or any other escape route.
#6 Jul 28 2004 at 9:25 AM Rating: Decent
It's just one of the many insane powers that NPCs have. Just like being about to cast while there are 20 people hitting it, being able to cast on you from 3 miles away, wonderful pathing that makes them pop up behind you when you pulled them from right in front of you, can quad you for hundreds with their bare fists when you know the mob is a wizard.…..so why shouldn’t they all instantly grow gills and be able to swim like a fish? Haha
#7 Jul 28 2004 at 9:30 AM Rating: Default
But if I understood vovin right....with a swimming skill of 200 it would be like having a SOW on me the moment I hit the water?
#8 Jul 28 2004 at 11:13 AM Rating: Decent
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Greenblood Zombies in the Feerott spawn uderwater but will follow you on dry land.
#9 Jul 28 2004 at 1:39 PM Rating: Decent
I have never had a mob stop because of water and they always follow, no matter how far you go in the water, unless your swimming skill lets you get enough distance between the two of you to end agro. In OOT, there were many times I would see people on sister island being whacked by gobbies or spectres...they will follow and get you. lol

#10 Jul 28 2004 at 3:04 PM Rating: Decent
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Agree 100%, mobs will always follow you into the water and unless you have very good swimming skills, most are faster in the water than you.

This also works in reverse when a fleeing mob jumps in the water, often they can outswim you unless you do enough damage early to drop them to reduced speed. Nothing worse than getting a mob down below 20% only to have it swim off into the sunset (and then show up 5 minutes later fully healed with friends while you tank some other mob).

My frog pally sometimes seems to go faster in water than on land LOL.

Work on swimming, you never know when you will need it and it isnt a hard skill to get up.
#11 Jul 28 2004 at 3:08 PM Rating: Decent
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Quote:
But if I understood vovin right....with a swimming skill of 200 it would be like having a SOW on me the moment I hit the water?
I'm not sure if you can ever swim faster than you can run, but the higher your swimming skill, the faster you'll swim.
#12 Jul 28 2004 at 6:29 PM Rating: Good
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Belletrix wrote:
It's just one of the many insane powers that NPCs have. Just like being about to cast while there are 20 people hitting it, being able to cast on you from 3 miles away, wonderful pathing that makes them pop up behind you when you pulled them from right in front of you, can quad you for hundreds with their bare fists when you know the mob is a wizard.…..so why shouldn’t they all instantly grow gills and be able to swim like a fish? Haha


They are really "insane powers". They are things that the devs have to allow the NPCs to be able to do to compensate for the fact that no one has yet invented a really good AI.

If mobs couldn't swim, then you could simply float in the water a distance away and nuke/dot/bow them to death all day long with no risk to yourself. Kinda silly? Yup. So you have to allow them to go into the water.

If mobs can swim but also drown, then anyone with a sow and EB up could kill any number of mobs simply by agroing them getting them to follow them into a lake, and then running them around in circles under the water until they all drowned (which wouldn't take long given how drowning works). Huge exploit.

Most mobs can be interrupted when casting spells. Um. But some mobs certainly can cast spells with 20 people beating on them. You wanna know why? Because they are raid level mobs and there are going to be 20 people beating on them. Be kinda silly to give a raid level mob casting ability, but not give it some resistance to being interrupted. It's all about balance. Mobs designed for single groups to fight can generally be interrupted just fine.


All of these are things to prevent players from exploiting the game and the NPCs to trivialize encounters. Weird pathing or warping happens when the path from the mob to you is blocked. If the game allowed NPCs to get stuck in the environment, then you could once again easily kill them by trapping them in a corner and nuking them over and over. Instead, they will warp through walls and such to get around obstacles. Spell casting is the same. While a mob can't start casting a spell on you unless you are in range and in LoS, his spell will land on you no matter what range you are, or what's in between. This is also due to mobs not being smart enough (and players are). If that didn't happen, you could nullify a spellcasting mob simply by running around a corner whenever it stopped to cast. Mobs follow specific agro rules, so a mob will never deliberately run out of LoS to avoid a spellcast, players certainly will, so the rules have to not allow that.


Every odd bit of the game in terms of mob abilities generally has to do with ensuring that the mob requires some level of work/skill/whatever to defeat. Nothing really amazing about it.
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#13 Jul 28 2004 at 10:57 PM Rating: Decent
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Greenblood Zombies in the Feerott spawn uderwater but will follow you on dry land.
Most underwater spawns follow onto land, I think. Among them being the drowned citizens in Freeport and various underwater goblins.

An odd occurence. A few weeks ago I was swimming a level 45 beastlord through Lake Rathetear when I got aggroed by a Goblin Netcatcher, or something. I didn't even get aggroed, really, but nuked for about 200 damage. I immediately swam back to the island with the tower and geared up for battle, but 5 minutes of waiting turned up nothing. I swam over the same spot again and received the same nuke. My pet didn't go after it, and except for the blast I got swimming over that spot I never even saw it. Water does fickle things.
#14 Jul 29 2004 at 9:06 AM Rating: Decent
When I first started playing I learned the hard way that jumping into the water wasn't a good escape plan... That was a fun CR >_<
#15 Jul 29 2004 at 10:50 AM Rating: Decent
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509 posts
Yes you can swim faster with a 200 skill than you can run without the run speed aa's. But it seems some mobs swim fast too so that may be nullified. I know the vast majority of mobs you run into you can outswim if your swimming skill is maxxed. There are some that you cannot tho. These mobs are usually very fast on land too.

As far as loosing corpses a necrotic devining device or a chipped bone rod are wonderful things to have in the bank for these situations. Just put it back in the bank after you are done. Nothing more annoying than loosing a corpse and then remembering your corpse tracker is on your corpse *sigh
#16 Jul 29 2004 at 12:07 PM Rating: Decent
vovin wrote:
Nothing more annoying than loosing a corpse and then remembering your corpse tracker is on your corpse *sigh


LOL I did that. My little druid got killed in OOT while I was on the aviak island...tried to swim for it...learned that lesson right there...damn birds swam faster than a little wood elf.

So, I port myself as close to a bank as I could get and rummaged through every pack only to realize that I had the corpse finding rod on my corpse (it had been in a bag I had taken out of the bank when retrieving something else...stupid little druid).

A nice necro gave me a hand and I got my bod back.

I think humanoid water creatures are the only ones that will follow you out of the water. You can get away from sharks (or if you are a noob, fish) by climbing out of the water. Although, sometimes you cannot stand right on the water's edge...those csharks must be able to jump up and bite you.

I am not sure about the Black Ravengers that are in Swamp of No Hope...do they climb out of the water? The look like fish, but the also look like those flying sperm/polywog thingys as well.
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