mobs cheating, xp loss, etc
For those that aren't sure, a special by my definition is when a mob arbitrarily hits you for a certain amount of hp every once in a while. On certain mobs it seems to be every other round or so. Mob cheats are things like a mob headbutting you as soon as you enter the room, even if you use a character separator so that you enter a direction and a command at the same time. Ie East;head billybob. Another example is making a mob nonheadbuttable, but not having it give you a "you can't headbutt that" message, but letting you try and fail. I once headbutted the dhurtah, (silly me) stunned myself, and was kicked in the same round. Although ironically enough except for this one cheat, the dhurtah best exemplifies how a mob can be very hard to kill without resorting to cheating or specials.
The problem is any mob that doesn't hunt and stays in one spot for the most part, can be killed very easily. Simple solution to me is to put some thought into what skills you give mobs. Any high level mob should hunt you if you run off, but since it would be run locally with less lag, hunt for mobs would need to have an associated lag, depending on level and not be just range limited. (I played a mud before where mobs tracked with no lag and it was horrible, everyone carried recall scrolls and triggers to recite scroll on a successful flee)
Xp loss is one thing that is due to the unintelligent mobs here, getting xp here is just a matter of time, and um the time to level 50 can still be done in under a week.
The only arguement i've heard for specials is that they are special and people enjoy the neato messages. This isn't much of an arguement in my mind, first im not sure how many people would really miss them, but more to the point, they could be tied into a skill or spell that checks against a players stat or stats; or you could just have your special as you want it, not tie it to a skill and still have it check against a player stat so that its not infallible.
I guess the lack of coders, and the use mob acts system is partly the reason for all of this, but I would like to hear some of the details.
p.s. personally I would love to see a mob that had some nice skills, hunted, didn't cheat, or use specials, was hard, and gasp didn't have 100 in all stats.
I agree that many of the mobs specials should prolly have some sort of success check in them, but changing them is a pretty major hassle for the building staff. (btw, I'm pretty sure our mobacts allows for specials with stat checks, but its alot more work for the builder, since they basic basically have to write the "code" for whatever "skill" they're trying to emulate. (unless its one of the skills available to the players)