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Position distance from mobs

Nfab35

Well-Known Member
The change seems to have brought the mobs back to dry humping the players.

The way it was previously seemed fine imo. Gave room for group members to be a little spread out without having to be all on top of one another. I could pull, get behind my tank and we had some room. Now if I do that the mob pulls through the tank and cause a lot of flip flopping around, making things more of a pain.
Yes you could have a little bit of distance prior between you and the mob, which also you could move forward as well and close that gap without the mob constantly moving. Which to me was ok, you want to dry hump the mob lol you had that option. You wanted a little breathing room, you had that option as well.
Is it possible we could dial it back just a little bit to keep from everyone having to be bunched right up when fighting?
 

Vengeance

New Member
Agreed. After this last patch i usually waste my first skill as the are no longer in site as they are running through my character. I would rather have to where both NPS and player characters were body blocked per say.
 

Undone

Codemaster
Stormhaven Studios
?? We are working on it. We can't switch things up on the fly.

Agreed. After this last patch i usually waste my first skill as the are no longer in site as they are running through my character. I would rather have to where both NPS and player characters were body blocked per say.
Any sort of blocking can easily lead to griefing so that is not even on the table.
 

Rev

Well-Known Member
To me, it seems like humanoids hug ya like ya mutha and animals (in NNH) were stopping at max distance, sometimes just out of range.
 

Rev

Well-Known Member
Not sure how things work, but SNH seemed fine. Was only in NNH I noticed it. Haven't gone farther yet. Could just be something on my end also, who knows.
EmbersAdrift_2022.07.02.23.24.54.pngEmbersAdrift_2022.07.03.23.27.15.pngEmbersAdrift_2022.07.03.23.28.25.png
 

Undone

Codemaster
Stormhaven Studios
There are a number of variables involved here. It relates to a mix of NPC weapon distances, the server batching NPC updates in blocks, and query delays in the nav mesh system. In other words, this is likely a server performance issue that we need to work through.
 

Blyte Plays

Active Member
I can understand player body block creating a griefing issue, but are players blocking monsters off the menu?

One of my favorite table top d&d strats, is putting the tank in a door, or any bottle neck, and stopping monsters from spilling all over the squishies in the party.

I remember using this strategy in some of the early days of dungeons and dragons online as well. Bosses could of course knock players around if they were insistent on smashing the wizard hiding behind the fighter, but it was still mildly a speed bump for the monster