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| My warrior's trying to fight some murloc types on a sunken ship, but the moment they get low on health they swim *through* the ship and get half a dozen of their friends to come help bash me up!!! Ashen Shugar -- The lions sing and the hills take flight. The moon by day, and the sun by night. Blind woman, deaf man, jackdaw fool. Let the Lord of Chaos rule! |
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> My warrior's trying to fight some murloc types on a sunken ship, but Humanoid mobs will tend to flee if low on health, use hamstring just before they flee to minimise how far they go, but also pull them away from areas like boats or other obstacles that can hamper your ability to follow them. You will get used to what sort of objects cause problems, just like getting used to what mobs are more social than others etc. Murlocs are a pain in the arse due to proximity to water, relatively large aggro range and dense spawning. because of this they are not very efficient to grind, so only hunt them when needed for quests or if you are part of a group with better runner-stopping ability. Warriors are designed for a very specific purpose and tend to lack utility, so grouping is highly beneficial. |
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Ashen Shugar wrote: There is two ships, right? Second ship is harder because of more murlocs inside and because it is deeper (air in lungs). I soloed them yesterday with my level 19 priest (good DM gear), but it was annoying. Also because sometimes I had to go up for air and that would take the murlocs on the second ship so far away from their point of origin that they would break off their attack and return full health to their point or origin. My advice is to switch to a ranged weapon when the murlocs are at about 10% health and hope they die before their can get help. I only used proximity pulls. On the second ship it seems hard to pull only one once you get inside. Just kill them all before they respawn :-S Regards, Thomas -- Robert Heinlein: "When in danger or in doubt, run in circles, scream and shout" |
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On Mon, 10 Apr 2006 19:41:25 +1000, "Rastus" <fubar-removeme@uq.net.au> wrote: I cannot add anything to the explaination here.... but I might ask... Why, over a year after release are these kinds of little things still causing problems?? |
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| Skinner1@hotmail.com wrote: You can't get a clean pull in e.g. Elwynn Forest anyway. Their strenght is that they work together. Disadvantage of this is that you get less XP per kill (since they perform like they are higher level when they work together). I like the Murlocs very much. You just die a lot until someone comes around to help you out ;-D hth, Thomas -- Robert Heinlein: "When in danger or in doubt, run in circles, scream and shout" |
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> Why, over a year after release are these kinds of little things still It is as per design unfortunately. Mobs have to be able to bend the "laws of physics" that players are bound to to prevent enviroment/landscape exploits. Just like the "evading" - it is annoying, but it is the lesser of two evils. Don't get me wrong - I would love a game that had proper enviromental physics adhered to by all mobs and players, but I think we are still quite a long way off (serverside) considering the complex pathing/behaviour patterns for the thousands upon thousands of mobs at any one time. It would be great when the first shot of a hunters weapon sends all the wildlife fleeing in earshot and when smashing 4 peoples brains out of one side of the room attracts the attention of people over the other side, but this isn't that game. In the end this game (and others) operate on simple rules that we become accustomed to, and does not actually try to be realistic. Sometimes I wonder whether being 'realistic' would even be fun. |
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| "Ashen Shugar" <deathsabyss@yahoo.com.au> wrote in message news:443a259b.9517671@news-server.bigpond.net.au... Yeah, that's a PITA. Always been that way- mobs swimming through decks and walls of ships is something Blizzard has never fixed, for some unknown reason. -Marshall |
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Marshall wrote: Path finding is a very expensive computer operation. Just remember how much trouble your computer had with Dune 2, and the enemy units weren't real smart in that. This is 3D (extra dimention to calculate in) and the servers have loads of computations to do as it is. Believe me, you wouldn't like WoW if the murlocs didn't swim through the walls. Be glad that mobs cannot do a ranged attack through a structure. Then again, land units find their way towards you fine (and sometimes drag their friends with them if they happen to pass them I think) Regards, Thomas -- Robert Heinlein: "When in danger or in doubt, run in circles, scream and shout" |
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