Changes : )
Posted: Mon Oct 11, 2010 8:54 am
Well, I don't want to clutter EB's changelog, so I started a new thread just to say that it's really cool to see some updates/fixes/new features being added to BR : ) I've been really busy with school for a while now, so I haven't had time to play, but I still lurk the forums and it's cool to see that some new life is being added to BR.
Since minor code fixes have started being implemented again, I'm curious about my biggest pet peeve -- mob tripping. In my experience, the trip effect of a mob over level ~40 would last longer than the time the mob had to wait before it could attempt to trip a player again (not sure exactly how the code works, but this is what it felt like in practice). The result of this is that once a player is tripped against a high level mob he/she stays tripped for the duration of combat, unable to flee or use any skill.
Mostly, this went unnoticed because players usually wear of piece of fly equipment, rendering trip useless, but it still seems to me to be suboptimal behavior. The main reason this bothered me was that long ago I was working on an underwater area (with ~150? rooms written -- I really should try to finish that some time) and was worried that the trip code would render any sections with high level mobs basically unplayable (because you can't fly underwater).
Any way, don't fix that for my sake since I hardly ever play, but I just thought I'd throw it out there since it's always annoyed me. Keep up the good work : )
Since minor code fixes have started being implemented again, I'm curious about my biggest pet peeve -- mob tripping. In my experience, the trip effect of a mob over level ~40 would last longer than the time the mob had to wait before it could attempt to trip a player again (not sure exactly how the code works, but this is what it felt like in practice). The result of this is that once a player is tripped against a high level mob he/she stays tripped for the duration of combat, unable to flee or use any skill.
Mostly, this went unnoticed because players usually wear of piece of fly equipment, rendering trip useless, but it still seems to me to be suboptimal behavior. The main reason this bothered me was that long ago I was working on an underwater area (with ~150? rooms written -- I really should try to finish that some time) and was worried that the trip code would render any sections with high level mobs basically unplayable (because you can't fly underwater).
Any way, don't fix that for my sake since I hardly ever play, but I just thought I'd throw it out there since it's always annoyed me. Keep up the good work : )