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#Post#: 314--------------------------------------------------
Fleeing enemies instantly teleport in some conditions involving
water
By: Dolmir Date: January 14, 2019, 7:03 pm
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Sometimes when a mob starts to flee it will instantly disappear
and end up somewhere else in the zone. This usually causes a
train of mobs to swarm and attack you after some time and so is
pretty bad for player experience. I have noticed it in the
following areas
- SolB near the lava surrounding the efreeti camp
- CT beneath the temple areas in the tunnel just before the
ooze pool
- Upper Guk AC camp
These areas do have something in common: in each area, there is
a body of water preventing the mob from fleeing to some
destination by land. I suspect this is the cause of the issue.
#Post#: 324--------------------------------------------------
Re: Fleeing enemies instantly teleport in some conditions involv
ing water
By: GM-Reaver Date: January 14, 2019, 11:55 pm
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I've encountered this behavior as well, particularly in Dulak.
Once the NPC reaches the threshold to begin fleeing, it appears
to warp under the world, then appear a short distance away,
usually in a place inaccessible to players. This begins the
long path of trains that will usually arrive around 5 or 10
minutes later, depending on how far away the fleeing NPC gets
before reaching another mob to share social agro.
#Post#: 328--------------------------------------------------
Re: Fleeing enemies instantly teleport in some conditions involv
ing water
By: GM-Bubbles Date: January 15, 2019, 12:19 am
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Unfortunately we are not sure how to fix this "glitch" -- at
least not at this time :(
#Post#: 337--------------------------------------------------
Re: Fleeing enemies instantly teleport in some conditions involv
ing water
By: Dolmir Date: January 15, 2019, 10:10 pm
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Is there any chance you can do something to at least mitigate
this? For example in the ooze pool area in CT this is a really
big problem. Maybe configuring those oozes not to flee could
make that area less of a death trap.
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