EQ2 Associate Producer Domino has started a new thread in the public Test forum regarding some changes to Pathing in EQ2. It’s not clear if these changes are intended to address the Issues With Mob Warping which we have discussed in the past.
We have made a change to the way pathing works in a few zones on Test server, and would like your feedback.Have you noticed anything different? Better or worse?
The following zones are affected:
- all Velious zones (both overland and dungeons/raids)
- Antonica
- Commonlands
- Everfrost
- Feerrott
- Nektulos forest
- Shard of love
- Shard of hate
- Moors of Ykesha
- all prestige homes (including the Skyblade and veteran home)
- Qeynos houses except the 5-rooms
- All Maj’dul, Gorowyn, Halas, and Kelethin houses
- Neriak 1-room homes
- Freeport 2-room homes
- All guildhalls
- Haven
Any feedback is welcome Please include which zone you are in specifically, and details of what you noticed.
Commentary
My understanding of the mob warping issue is that it has been less about pathing and more about DoV’s increase in melee combat distance from 2 meters to 5 meters. Also, some of the warping is due to the behavior of epic mobs interacting with speed buffs.
Hopefully this will help with pet pathing also.
I’ve noticed the bad pathing problems especially during raids, while I think your are right that the increased melee range has affected it I think it is a combination of problems.
The first is simple pathing, small obstacles cause giants for example to go a wacky route to get to us, even on the flat some mobs just dance around all over the place.
The second is with melee range, some mobs get move around completely erratically and warp badly due to the third problem.
Lastly the third problem I see is subtle but EQ2 seems to have some clever predictive code that gives the illusion of the world being more latency free the it really is. I wonder here if the erratic pathing combines with this to produce the warping we experience sometimes?
Fixes to it will be good to see.