Posted by Lelu on 12/13
It seems mobkill might of been overlooked in the resent code changes to
bind. I think that it was over looked that most mobs have high str.
I feel this is unfair to those of use that use bind in mobkill.
It makes the spell prety much worthless.
I was just wondering if there is any chance that this could be changed
for mobkill. Personaly i don't understand why it was changed at all.
Pkillers than lack the mind or sink to stop bind should just carry around
a dispell vial with them.
Friday, December 11, 05:52PM
-nod- str has too much going for it already.
Saturday, December 12, 12:18AM
The same could be said for a lot of other changes. Take stun,
now we have to have 10 more mind than the opponent. This means
that for about half (probably mnore) of the level 50 mobs in the
game you can kiss good bye the chance of wfw stunning them. This
also hurts create mages MUCh more as they can't reduce the mind
of their opponent. The mages that were favoured to fight the
Demon-Kings are now a whole lot less useful. (I admit I have
conflicting reports on the Demon-Kings mind at this point. I do
note that against him I have a 20% chance of backlash, 20% of wfw
and 60% normal result with 100 mind.) I wonder if things like this have
been thought of? I certainly hope so, and hope to see some mobs
lose their 110 mind status and us creates get an idiocy spell.
Saturday, December 12, 06:41AM
Yep, another change not carefully thought through.
Neither the 10 mind difference or 60 mind req was neccessary.
Saturday, December 12, 07:10AM
I have no problem with either requirement, but it would make sense
if some more mobs, even human mobs, had less than 100 mind. If players
mind can go as low as 25 while still allowing them to function it
doesn't make much sense that all human mobs are super intelligent just
because they are human. Speaking of which, I seem to remember that a
while ago some animal mobs had their mind reduced on the grounds that
it was unrealistically high and couldn't be justified on dumb animals.
If I'm right in remembering that it seems a bit strange that a 100 mind
( I think) high level animal mob was put in one of the new areas. Maybe
that could be looked at. I can't help stunning it out of habit, even
though I don't use stun on human mobs =P
Saturday, December 12, 08:37AM
Unfortunately it's just another example of pkill considerations
being allowed to dictate decisions affected everyone...
And like Ishtar, I fail to understand why so many "human" mobs
are given 100 mind, or even 110? It is simply wrong..
Saturday, December 12, 03:35PM
I've put a max on it... so that it works up to a point but further
strength doesn't give added advantage (no, I'm not giving the max
It will be in next fri.
Saturday, December 12, 04:31PM
Face it the mobs here suck, they tend to just get high hp and
100 in all stats, and maybe some specials that are really lame.
Instead of a bit of ingenuity on the builders part. Mobs should
be a bit more intelligent than to let players go one room away
and heal up. If mobs tended to seek out their aggressors we
could afford for them to have more realistic stats.
Sunday, December 13, 06:30PM
I wanted to toss in -- if there are mobs which you feel should not
have the stats that they have, please point them out. It is easy for
builders to adjust their works-in-progress, and those built after
a given change, but those done before present something of a different
task. It's worth doing, of course, but unless we have specific instances
pointed out to us, we're less likely to put our energies into those old
files. You could report these mobs using 'typo' -- it's not the same
as a mispelling, but the 'typo' file is the closest one, for small
changes like mob stats.