Enemies in EQ2 have always tended to exhibit some odd behavior such as running long distances or zig-zagging around a room in an attempt to reach the player. Destiny of Velious greatly exacerbated this problem, causing enemies to “orbit” the player, or worse, warp or teleport around. Because raid mobs are often able to ignore certain movement speed limitations, this has been a major problem in certain raid zones that require the tank to slowly keep the mob moving in a circle around a room. The mobs will teleport on top of the tank, or start to orbit clockwise around the tank. This has ranged from amusing to maddening for tanks.
Last month, some changes were pushed to the Test and Test Copy servers in an attempt to improve enemy “pathing”. Alas, these changes increased the occurrence of “orbiting” mobs and pets and other undesirable behavior.
It looks like we’re ready for another attempt as this note was posted by Bunji on the test forums:
The updated pathing has been turned back on for the Test servers.
These pathing updates should make ground mobs take more accurate routes to their targets.
With the old pathing, mobs would sometimes zig-zag toward their target (instead of moving in a more direct route) or sometimes run up walls (that PCs couldn’t) to get to their target, but this pathing should force mobs to take more direct routes to their targets while respecting the same geometry rules PCs do.
Ground mobs can still drop down from heights to get to their targets.
Also, the fix for mobs “circling” around the PC sometimes while in combat should be fixed on the current Test server build.
Please check it out and let us know what you think.
Here are some zones to check out:
- all Velious zones (both overland and dungeons/raids)
- Antonica
- Commonlands
- Darklight Woods
- Everfrost
- Feerrott
- Lavastorm
- Runnyeye
- Wailing Caves
- Neriak
- Nektulos forest
- Shard of love
- Shard of hate
- Moors of Ykesha
- All guildhalls
- Haven
Why do I only see the old zones on their list? Why no “warping” fix?
DoV (particularly the 4 Kael zones) is easily the worst pathing expansion zoneset, and Kael giants are the worst for warping.
Can we get someone to work on the most bothersome pathing problems instead of fixing the simple ones? There are not a whole lot of circling or zigzagging mobs in my guild hall, and if there were, I could live with it.
Read the list, the first item on the list says “all Velious zones (both overland and dungeons/raids)”
Rangers cant see well Xivian be kind!
I wonder if this will fix controllable pets not responding to orders when on certain floating islands, or in many caves
Oops, my bad. Failed reading for comprehension on that one.
Well the Pathing is still a mess