mobs in emain again ^^

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[DG]Glim
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Postby [DG]Glim » Mar 13, 2012 17:46

holsten-knight wrote:And as much as i love the cliff beetltes, please remove the aggro green one from the roads at least, this is so not livelike and annoying :?

the one on the road in front of mmg when you come from mtk may be livelike, i remember you had to run a small circle there... but i can't remember having to run slalom all the way from mtk to amg :lol:


like i said before: green cliff beetles (on level 50) are not livelike, every one you ever seen on live was a special one spawned one by a GM!

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holsten-knight
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Postby holsten-knight » Mar 13, 2012 19:02

the way i remember it and the video postet here shows is quite correct.... it was really close to livelike the way it was before all the new mobs. Just add 1 cliff beetle near mtk, one near atk, one near mmg and maybe 1 near dc x and thats it.

Eveything else was really fine and livelike :?

And remove the animal zoo please. no hounds, no small badger, no horses, no lynx were in old fz emain along the roads... and whats up with the tree mob at the tree near amg? oO

If you want to implemet such - although not livelike - then a bit far away from the road, where it would even make sense to level. :)

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Rajnish
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Postby Rajnish » Mar 13, 2012 19:12

Was wondering if screenshots posted were of GOA or Mythic? Seems that there may have been a difference. And i played few months from Mythics release. Memories often fade of what once was, especially when playing uthgard for number of years.
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holsten-knight
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Postby holsten-knight » Mar 13, 2012 19:28

i really dont think so... as glimli said goa did not generally change mobs in the maps, and he must know it as live server gm for serveral years.
hadrians wall and odins gate is also quite correct implemented here (although i have seen 2-3 wrong mobs in og and jamtland, but that doesen't matter and is another story).

My best bet is: emain was implemented absolutly correct, just the cliff beetles where missing, because the skin was missing. And there where just a few solo (and by solo i mean really just one) cliff beetles in whole emain. One mtk, one atk, one near mmg, one near DC X are all i can remember.

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Rajnish
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Postby Rajnish » Mar 13, 2012 19:37

holsten-knight wrote:i all i can remember.


Problem is i remember quite a few of the mobs that are being implemented that were missing. especially looking at video's screenshots radar data mob camp maps etc. Problem is we can not just go by memory alone they are often wrong. Need hard evidence more than memories and anecdotal evidence.

Btw everything isn't set in stone yet can be minor changes or adjustments as we are not done yet. Haven't even gotten to mobs with abilities yet!
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Bloodwyne
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Postby Bloodwyne » Mar 13, 2012 19:48

:lol:
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fiskgrodan
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Postby fiskgrodan » Mar 13, 2012 19:54

8)
Last edited by fiskgrodan on Mar 13, 2012 20:51, edited 1 time in total.
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[DG]Glim
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Postby [DG]Glim » Mar 13, 2012 20:03

Rajnish wrote:
holsten-knight wrote:i all i can remember.


Problem is i remember quite a few of the mobs that are being implemented that were missing. especially looking at video's screenshots radar data mob camp maps etc. Problem is we can not just go by memory alone they are often wrong. Need hard evidence more than memories and anecdotal evidence.

Btw everything isn't set in stone yet can be minor changes or adjustments as we are not done yet. Haven't even gotten to mobs with abilities yet!


So you trust illegal third party tools, which show DF Monsters in a classic zone, more then a dozen of correct memories?

My only reaction is oO

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Celteen
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Postby Celteen » Mar 13, 2012 20:05

It's not only memories there are several screenshots and videos.
Everyone here in this thread agrees that your radar 3.party tool data is wrong.
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holsten-knight
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Postby holsten-knight » Mar 13, 2012 20:12

well, we have one video and lots of screenshots here just in this thread with none of the mobs at the places they are right now.
I have yet to see a screenshot of a horse or a hound in old emain, i bet 5p they did not exist (and 15p not near the road) :wink:

On the other hand I could point you the spot where these mobs are in new fz emain... :P

but please stop flaming and trolling guys, this is a healthy discussion and i would be happy if it stays that way :grumble:

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Rajnish
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Postby Rajnish » Mar 13, 2012 20:17

Just bit ago i relooked over some of the data and seen where some placements could be off a bit ie roamers appearing as two or more or maybe spawn was farther away from road or certain area's etc, is bit cleaner than was. If i came across as trolling was not my intention at all. :) But any constructive input is welcome.
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TheKrokodil wrote: "Never change a running system bugged-system-where-players-actually-don't-realize-that-it-was-implemented-wrong-in-the-first-place, or people will notice."

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Sinoda
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Postby Sinoda » Mar 13, 2012 21:17

Rajnish wrote:.... But any constructive input is welcome.


what can be more constructive then a radar tool from 2002? 8)

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holsten-knight
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Postby holsten-knight » Mar 13, 2012 22:00

ty Rajnish for the very constructive ingame talk, i hope i could help a bit. I think the mobs are close(r) to livelike now, i had to agree i also remember some things wrong. But i for my part think the mobs are acceptable as they are now.

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Rajnish
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Postby Rajnish » Mar 13, 2012 22:02

No problem had several people sending me same time. Was good and constructive discussion and things are better now. :)
Know of a Missing Mob,drop or Mob Camp? Then Post it Here!
https://www2.uthgard.net/tracker/

TheKrokodil wrote: "Never change a running system bugged-system-where-players-actually-don't-realize-that-it-was-implemented-wrong-in-the-first-place, or people will notice."

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Celteen
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Postby Celteen » Mar 13, 2012 22:16

holsten-knight wrote:ty Rajnish for the very constructive ingame talk, i hope i could help a bit. I think the mobs are close(r) to livelike now, i had to agree i also remember some things wrong. But i for my part think the mobs are acceptable as they are now.

It's still too many / wrong type of mob, its a zoo.
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