Go back to previous topic
Forum Name Gameplay
Topic subjectSummoned Mobs:
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=19659
19659, Summoned Mobs:
Posted by UncleArzzra on Wed 31-Dec-69 07:00 PM
Could the Imms please consider possibly putting a half hour(or so) timer on any mob that is summoned to have it return to its original location?

Some of us newer folks get really confused trying to find certain mobs when they are moved about. Well okay very very confused.

Danke,
UncleArzzra.
19676, RE: Summoned Mobs:
Posted by Isildur on Wed 31-Dec-69 07:00 PM
This could represent a mini-nerf of the summon skill. I know I would frequently summon mobs into imperial lands to act as gate beacons for imperial healers.
19674, Some aggroes too.
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
Same could apply for aggroed mobs that have given up their chase due to the player quitting or other such reason.
19675, RE: Some aggroes too.
Posted by incognito on Wed 31-Dec-69 07:00 PM
I like the idea of both aggros and summoned mobs returning.

Some summoned mobs in particular don't seem to make sense. Why would a bunch of dwarves sit around next to the scion or empire cabals for extended periods, when they have to defend Mortorn from duergar?
19685, This Already Happens
Posted by Kastellyn on Wed 31-Dec-69 07:00 PM
Mostly to protect newbies, but its been implemented for a few years now.

Kastellyn the Devourer of Magic, Lord of Legends

*** Email me your testimonials or two-line blurbs. Help our marketing efforts! ***
19671, I actually dig this idea
Posted by Mekantos on Wed 31-Dec-69 07:00 PM
And I would make the timer shorter than 30 minutes. Maybe 10.

It makes sense from a lot of angles, not the least of which is instilling a notion of free will in NPC's (personally I like them being fairly intelligent). I mean, what NPC wouldn't try to high-tail it back home like most characters who get summoned?

Of course it has the secondary benefit of helping mobs stay in a more organized pattern, rather than being scattered to high-hell over the course of a long system up-time.

There could be a few modifications to the basic concept, though:

1) Orderly mobs (typically, any mob that is part of some kind of civilization) would probably want to return more quickly than others. Maybe they would have a 10 minute timer.

2) Neutral mobs, 20 minutes. Although I think it would be kinda cool if natural'ish mobs summoned to natural'ish places (i.e; a druid who gets summoned to a forest) set up shop for a while and call some critters in to help out (the coding involved would probably be mind-boggling crazy and if so, I am sorry I said anything Zulg).

3) Chaotic mobs, 30 minutes.

Also, mobs flagged as SENTINELS (those who stay put in the room they are in, iirc), could be stripped of that flag if summoned, so that they wander around.


Just some thoughts there.
19672, RE: I actually dig this idea
Posted by Gabe on Wed 31-Dec-69 07:00 PM
I'm not sure what a good mechanism would be for having mobs return, but I don't think ethos would be a good way to determine that.

It could just be as simple as X timer and the mobs disappears back to it's spawn point, or just disappears and gets removed so the original area can repop.

Gabe
19673, It would all depend on how it was done..
Posted by Kadsuane on Wed 31-Dec-69 07:00 PM
If they made it so mob reappeared back into its original area I could see it working. The other suggestion of the mob just disappearing and repopping in their respective area at repop would leave itself open to a lot of abuse. Think of all the mobs you'd never have to kill to see if they came back with eq or not.