Stuck Mobs


Blue_Centurion

 

Posted

Okay, I know this isn't the perfect forum for this, but you guys are pretty vocal, and I wanted to get the idea trimmed into a workable thing before I post it "for real."

We all know the recurring problem of the one stuck mob. It ruins certain task forces (like ITF, DFB, etc.) or any kill alls where this happens. Now, I have been able to un-stick one at least once (I remember this specifically) using "wormhole" from my grav dom. I think TP other works as well. sometimes AoE seems to work, other times not. I am unsure if TP other or Wormhole works all the time or not. (One of the reasons I'm asking for help.)

So, here is my idea. Everybody (Except for free to play, heh) No, everybody. they all get a power, usable once every 3 days, or once a day. (The idea is a continuation of the once every 3 days auto complete theory) It allows you to TP enemy. 1 use, every day or 3. And using the mechanics of wormhole or TP other allows you to bring that stuck mob back to the killing floor.

Okay, rip it apart.


 

Posted

First I would like to know whether the logic behind the /stuck command would work if applied to a mob stuck in the wall.

If so, then it seems a similar command could be used on your currently selected target to nudge it free of a wall. Since that wouldn't give you any control over where the mob goes, there would be no need to limit its usage.

I'd rather see them fix the problem of mobs getting stuck in walls in the first place, though.


 

Posted

stuck mobs are quite annoying the best thing is tp

tp foe only works on stuff lower than boss and wormhole works on everything but AVs

personally i think the best thing to do is give an inherent tp power which ONLY works on NPCs that is very high mag so it will affect AVs but not so high as to affect stuff on incarnate trials or hamidon or giant monsters


 

Posted

I've never seen a stuck AV, and I do not want to make a suggestion that has game unbalancing implications ( I can see the possibilities for abuse, can only imagine what a clever gamer could do with that...). So, wormhole like that affects everything not AV. Just have to make sure it can target anybody stuck in a wall.

And maybe combining Rodions feedback, the thing becomes a variation of /unstuck, it sort of randomly spits the poor stuck fool out?

further revised, have it have the same long activate as Pocket D pass or long range TP, so to further discourage it being used to unbalance the game. I guess you could still use it to mess with a sapper every 3 days, but I would personally save it for that (all too regular) stuck mob.


 

Posted

The problem with those types of commands is that it would require you to be able to target said stuck critter. Half the times, you can't because the critter is behind enough of the map wall. During these times, the only thing that might work is to get the critter to shift position using a ground drop patch like Bonfire or Freezing Rain, ie things with knock back or knock down.

So to add to your suggestions, instead of tp, have a ground drop patch do a /unstuck AOE to all targets within range.


Teams are the number one killer of soloists.

 

Posted

Quote:
Originally Posted by SerialBeggar View Post
The problem with those types of commands is that it would require you to be able to target said stuck critter. Half the times, you can't because the critter is behind enough of the map wall. During these times, the only thing that might work is to get the critter to shift position using a ground drop patch like Bonfire or Freezing Rain, ie things with knock back or knock down.

So to add to your suggestions, instead of tp, have a ground drop patch do a /unstuck AOE to all targets within range.
Okay, this may be a tangent.

we are talking about a solution to the mob in the wall. So, /unstuck the whole map. Everywhere, everything. Usable once every 3 days. (or just all NPCs?) the problem, of course, is that it has potential to be abused more, since its more powerful.

also, it may not fit quickly (require more coding) based on the game mechanics.