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Forum Name Twist the Season to Be Jolly
Topic subjectDecember 12 - Question from crsweeney re: "mobchutes"
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=73&topic_id=62&mesg_id=62
62, December 12 - Question from crsweeney re: "mobchutes"
Posted by Twist on Wed 31-Dec-69 07:00 PM
I dont think these are all that common in CF, the academy being the place I'm certain they are used but I always liked these in ROM. Might be helpful to players to know about this and/or how they are used in CF?

Originally mobchutes were noentrance rooms which contained one way exits to multiple locations in an area. Mobs that wandered would be spawned in this room, then randomly wander out into the area through one of the exits of the room. This would let an area have wandering guards that popped up without the area getting a full reset, keeps players on their toes.


I'm pretty sure we don't have these at all. Not even in the Academy.

The Academy, however, is set to have a really super-fast repop time. I don't know the specific mechanics of it, but I believe it simply ignores any PC's in the area and repops every 2 ticks, unlike other areas.

For mobs that need to get "popped up" and keep players on their toes, we use area progs. You see mobs like this a lot in places like the Open Plains (damn falcons) and the Sands of Sorrow (chaos runners). These can be especially useful to some people who are working on skills at lower levels, which is why you see so much PK action between level 11 and 17-ish in the maze rooms on the way to Barovia - mist wraiths are generated by a prog (up to 3 of them).

Come back tomorrow for another post! Have something you'd like to see me post about? Email me at twist@carrionfields.com.