Z-Axis / Leashing
Moderator: Community Managers
Re: Z-Axis / Leashing
Z-axis leashing will probably be very primitive until there's some server side representation of the height field, which might take years. I'm not sure but I think the client sends updates to the server when we starts falling and then smacks the ground again, that's how it seems to work in a generic UE2.5 at least. So my guess is that the best we can do is to check for how long we have been falling, or skip z-axis leashing all together. But it's likely that it will be worse then it was on the live server.
Re: Z-Axis / Leashing
As a followup suggestion to part of shargash's post:
Would it be better to:
1. Emulate the live system in that when a mob decides it is leashed, instantly (or very quickly) return to full HP.
2. Have a slightly faster than normal HP regen?
So, if I get a mob to 20% HP, but then it is leashed for some unknown reason, it would still regen at maybe 2x normal, but would give a small window in which I could attempt to re-tag and finish the fight.
My main was a BloodMage that solo'd quite a bit after 30 (but never quite got to 50+). I had several areas that I would face-tank a mob, and it would just randomly reset, even though I was not moving, and the mob was stationary in front of me. This may end up not being an issue once the emu is far enough along, but as a mechanic to help smooth over the initial implementations, it may help out to not have leashing mean instant 100% HP.
Would it be better to:
1. Emulate the live system in that when a mob decides it is leashed, instantly (or very quickly) return to full HP.
2. Have a slightly faster than normal HP regen?
So, if I get a mob to 20% HP, but then it is leashed for some unknown reason, it would still regen at maybe 2x normal, but would give a small window in which I could attempt to re-tag and finish the fight.
My main was a BloodMage that solo'd quite a bit after 30 (but never quite got to 50+). I had several areas that I would face-tank a mob, and it would just randomly reset, even though I was not moving, and the mob was stationary in front of me. This may end up not being an issue once the emu is far enough along, but as a mechanic to help smooth over the initial implementations, it may help out to not have leashing mean instant 100% HP.
Re: Z-Axis / Leashing
This is not really a disagreement, but I did not experience some of the leashing problems mentioned here. With the cliff golems, I wouldn't say they had a very large combat area--not like most of the RI mobs, who would chase you out of the chunk--golems would not really go on the grass, but it was pretty easy to kite them to the edge of their radius and then run back where they came from. I do not remember any significant amount of them having a surprisingly shorter leash. Also, using a tanking blood mage, I do not recall much of any random resets.
Don't know if this pertains to different versions of the client, or if it treated players differently in apparently the same circumstances, it just stands out as a rare example of "I believe that happened, although I never saw it".
Don't know if this pertains to different versions of the client, or if it treated players differently in apparently the same circumstances, it just stands out as a rare example of "I believe that happened, although I never saw it".