"Flee-killing"


  • retired

    ~~@Xavis:~~ > don't forget those mobs where you HAVE to flee/kill in order to kill it, they do so much freaking damage. Ethereal something something can kill Spunky in a round :o don't forget there are some mobs which you are supposed to have a group to kill. Not every single monster in the game should be killable by one person. In addendum to making mobiles chase you, should we speed up combat at all? Changing the time between combat rounds is very easily done, but it is a wide-impacting change and should be thought over.

  • registered

    Nah, I don't think we should lessen time between rounds.. you already have to be somewhat careful to cast heal without going over.. and we don't want heal, a staple skill, to require perfect, pinpoint timing.. I think it's at a good level now of making sure you have enough time between rounds. It'd also effect all other spells too, of course.. as well as bash/circle/breath/etc… Addendum: Oh yeah, about the mobs meant for groups.. I completely agree with that, but if the ethereal dealie can kill even the Spunkmeister in a single round.. that's just too much, and that should be adjusted in other ways.. I mean not even a group could take that if it kills everyone in one round... normally I would understand that a lot of others in the form could heal the tank, but if it kills them in one round, no opportunity for that.

  • registered

    But what can a group do with a mob that will kill a player once every combat round?

  • retired

    ~~@Xavis:~~ > But what can a group do with a mob that will kill a player once every combat round? I agree with what you're saying here 100%, but if he can spam flee and kill it, it obviously doesn't kill him in a round?

  • registered

    Not quite Syn.. you see you can flee after you get your first "free" round in, but before the first "real" round where both parties attack.. so they never even get a hit in (also a huge factor in this tactic.. __no__ danger, because you don't take damage unless something goes wrong.. which is rather rare).

  • registered

    lol Syn, you need a mort :P

  • registered

    Unless you totally change how people fight in the game your not going to get rid of flee-killing. There are many mobs where they hit you like 5 to 10 times between just your first and second hit even if you are a 120 remort. The King in DWV, the dragon, hal, Gut and mess all do that and standing there is only going to get you killed since most of them are in nomagic rooms. Daktos really hits you for a loop as does the Gazer. Also no one wants to stay in a CPK room for long. So the only answer is enter/hit/flee/heal. The only other answer is to use archery and shoot them from one room away. The down side to both choices is spam (though taking the time to heal almost cuts this to a normal time frame) or having someone come in after you have worn the mob down and taking the kill. It happens all the time in archery and flee-killing it can happen too. For the harder mobs it's developed into the best way to kill them. Though it's not full proof. Many mobs stop you fleeing or you run out of mana healing try to recharge and the damn mob end ups restoring itself. on a different note: Then again we also have the wonderful problem of pmounts or any mounts Crusaders use who just keep on fighting after you die. And if it's a mob that regens you have a fight that will go on until some imm stops it. Example is my mount and the An. Golem who durning that time called up like 20 to 50 (I could not count I died to quickly and the screen went crasy) lesser Golems so anyone walking into the room even with COG on would die no matter how buff they were. That was rather funny.

  • registered

    Perhaps I'm missing something here, but how could you get attacked and die with cloak of guile on? And as Syn said, some of those bigger mobs are meant for groups.

  • retired

    Some mobs can detect cloak of guile and attack you.

  • registered

    Wow, that's retarded.. I thought the entire purpose of the spell was that NO mob could see through it.

  • retired

    It's not retarded. What would be retarded is a single spell that doesn't cost a moonstone making it so that mobs twice your level cannot attack you or cast on you making them rediculously easy to kill as if it isn't already easy enough using the kill/flee tactics and archery. Granted sometimes these tactics are needed because of the way mobs are at the moment that will hopefully be changing soon.

  • registered

    Maybe it would be a bit more balanced not letting any mob see through it if the flee-killing was abolished. And on the sidenote of moonstones, are those even made anymore? I can't remember the last time I saw one.

  • retired

    They can still be bought with quest points I believe.

  • registered

    Oh yeah.. bah, I don't care for forcing players to quest a lot if they want to cast higher-up spells.. but that's another topic for another time.

  • registered

    ~~@Darigaaz:~~ > Perhaps I'm missing something here, but how could you get attacked and die with cloak of guile on? And as Syn said, some of those bigger mobs are meant for groups. Not all mobs are affected by the COG Daktos is one.

  • registered

    Well another at least temporary fix could be to just make it illegal to do this specifically for "speed killing" purposes. Some mobs are buff and u need to flee almost every round to wear them down, but areas like mount, and poa this is not meant or necessary, 'cept for speed or botting purposes. So specifically make it illegal for speed/botting purposes and if there are any disagreements as to if it was for this purpose imms judgement prevails. Imms are hired for their judgement ability and 99.99% of the time I would say I agree with it if even begrudgingly. This would allow for consideration on how to make it 1) not able to do it. or 2) not effective.

  • registered

    Oh gawd, questing. Please don't force me do any more Fedex quests..

  • registered

    But Xavis questing is FUN! *cackles* but i agree shouldnt be needed to buy an overpriced Moonstone for a spell that only works once..thank goodness I'm Far too lazy for such things :faint:


  • ~~@RedRaven:~~ > 'cept for speed or botting purposes. So specifically make it illegal for speed/botting purposes and if there are any disagreements as to if it was for this purpose imms judgement prevails. . The problem with many muds in general is the over abundace of RULES, if the code allows it then it should ba a legal thing to do. Stock rom penalizes you some experience if you flee or die, surely any coder who has removed such functionality would relize what would happen, players being what they are, are going to explioit (use) the code as it is designed. There are many ways to overcome this, but adding yet another rule to stop you doing something that the code allow is just plane DUMB. Rules are bullshit, are always going to be bullshit, rules are excuses coders make for sections of code that they cannot think outside the box to fix.Now i know you Redraven have used some skills for your own benifit befor reporting them as a posible expliots(xtrasp going crusader as one, mounts casting spells and such was changed well after you got some use and benifit from it). Adding a delay to anyone issuing a save call is just lazy, when you can catch a sigsev when the mud crashes, go through all the descriptors checking if any are bad, saving each as you go, finally sending an email to a coder telling them PLAYERX's descriptor was fucked and prolly lost 15 minuits of game play and could use a token for being unlucky. Or how about the pore fucker who goes dead linked in CPK to come back a whole lot of eq less, when all you need to do to stop someone from going deadlinked out to avoid a CPK is add a timer that keeps them live for 30 seconds befor killing the descriptor off. So i sound harsh you might say and all i want to do is bagg out the imms who work so hard on the code, NOT AT ALL, im just hilighting how making rules to fix shit is the wrong way to go and will always be the wrong way to go.

  • registered

    ~~@Guest:~~ > [.Now i know you Redraven have used some skills for your own benifit befor reporting them as a posible expliots(xtrasp going crusader as one, mounts casting spells and such was changed well after you got some use and benifit from it). > > . Ok, well I didnt look as it being an exploit, but a benefit, of being crusader, the Order command was there and Mounts forming with crusader was a benefit of being a Crusader. When it was determined that it wasnt, the fix was put in. It was never made illegal nor stated that it was a bug before it was changed. Nor was it stated that it was frowned upon or considered shady by the imms, Flee Killing has been stated as such. Though not made illegal. To generally say rules are not needed? That is pure BS, there are rules that cant be coded economically, Biggest one I can think of would be a ban on pk of someone that had been led into pk, I am not a coder, but that would seem to be a nightmare to code, without it being worth it. As well as some other basic rules. I also did not suggest the making the rule as the end all, but as a way to stop it till a way to defeat it by code was decided upon and implemented. And the fleeing costing xp? Even that would have to be an enourmous loss to make it not worth using this method. And hence make it non-economical to kill some mobs that u have to use this method for no matter what level u are. Anyway, I am tired and losing my thoughts, So will probably come back to this later

Log in to reply