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Flee = Not helpful

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Flee = Not helpful

Postby jdidds » Sat Jun 28, 2014 4:10 pm

I just narrowly avoided a severe warging. And I know it´s a realism vs code issue, but I had to be quiet creative in not becoming someone´s dinner. It was impossible to flee as the creature followed me straight away, and no matter what I did, hide/move to another room, spam east, nothing helped it was impossible to get away.

I don´t remember mobs being this quick in the old SoI. And I´m all for realism, but could there be a slight delay in the speed at which aggro mobs move? I didn´t stand a chance by any normal methods.

Please give us a chance! :)
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Re: Flee = Not helpful

Postby RiderOnTheStorm » Sat Jun 28, 2014 4:28 pm

Once you get used to it, fleeing isn't that bad. Unless you have your walking speed set really slow. If the mobs were slower, nobody would ever die.

Pro tip : Keep your weight low, never go under 4 stamina, drop your container. Set jog.
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Re: Flee = Not helpful

Postby Real » Sat Jun 28, 2014 4:40 pm

A more controlled way to flee:
set pacifist
group retreat <direction>

This is slower, but you won't run in some random direction. Based on the explanation of Presence it might make a difference in how long this takes, but regardless these two commands will save your life. I -think- it lets you swim in the direction you indicate too. Meaning if you're in combat along the riverside you can jump in.
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Re: Flee = Not helpful

Postby kestrel » Sat Jun 28, 2014 5:40 pm

A few random thoughts:

1. If you're in a dangerous room, make sure you OOCly know the EXACT route you need to take to reach a safe spot.
2. Also know the EXACT route needed to reach the river, which wargs can't swim in. (I actually don't know if stamina is used while swimming, so it may be *technically* possible to dive into the river, recharge stamina for a bit while your air decreases, and then swim back out and move a bit closer to a safe spot before rinsing and repeating. Again - not sure if that would work.) Remember, though, that wargs are on both sides of the river.
3. As mentioned by others, be very very careful with your stamina. If you're moving into a dangerous room, try not to move until your stamina is full.
4. If you're fleeing over a long distance, make sure you've Set Pacifist.
5. Any PC can hide. However, unless your Hide skill is outstanding I think you're unlikely to escape a warg by fleeing a room and hiding; the warg is faster than you are (as it should be). Don't try it, you'll just waste a round of combat in which the warg can attack and potentially maim.
6. If you're a lot more than a dozen rooms from a safe room, any encounter with aggro mobs can lead to death if you aren't careful.

And what everyone else said.
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Re: Flee = Not helpful

Postby krelm » Sat Jun 28, 2014 7:18 pm

Just a note here, swimming uses heaps of stamina-- though, if you're in a water room that has no down exit to sink into, you could presumably just sit in that room and be fairly safe.
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Re: Flee = Not helpful

Postby RiderOnTheStorm » Sat Jun 28, 2014 7:34 pm

As a frequent river user, I've only seen one room that actually has the code where you get breath stars.

Also, strength makes swimming gobs and gobs easier, or at least it seems to. Even while both being 'lightly encumbered', my peak strength character went under due to weight way less than my current with low strength.

Do not, not, not, not ever go in water if you are above 'lightly encumbered', unless you are a professional stupid-shit-doer like myself.

You can hide in the water, for some reason. If you are unencumbered you can hide and sit in the river forever.
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Re: Flee = Not helpful

Postby BoogtehWoog » Sat Jun 28, 2014 7:43 pm

RiderOnTheStorm wrote:You can hide in the water, for some reason.


Not so strange when one might consider that the water is murky and filled with debris.
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Re: Flee = Not helpful

Postby kestrel » Sat Jun 28, 2014 8:07 pm

krelm wrote:Just a note here, swimming uses heaps of stamina-- though, if you're in a water room that has no down exit to sink into, you could presumably just sit in that room and be fairly safe.


Great to know. Thanks.
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Re: Flee = Not helpful

Postby bjg2k1us » Sun Jun 29, 2014 9:52 am

Group retreat doesn't appear to work on swim exits.
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Re: Flee = Not helpful

Postby krelm » Sun Jun 29, 2014 2:11 pm

bjg2k1us wrote:Group retreat doesn't appear to work on swim exits.


Nope. You have to flee off, come back, and swim <direction>.
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Re: Flee = Not helpful

Postby sosaria » Sun Jun 29, 2014 5:05 pm

Oh dear me... I was recently killed and I was having the same feeling that FLEEING was broken... But:

1. Set pacific - false
2. Drop pack - false
3. Keep weight down - false
4. Reach the river - True but didn't jump in

That explains my unfortunate demise...
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Re: Flee = Not helpful

Postby jdidds » Sun Jun 29, 2014 5:08 pm

I think that generally running to the gates of Utterby and then hitting knock gate, s, s, open door w, w, quit should do it. :)

Would be fun to read that board post the day after. :ugeek:
Last edited by jdidds on Sun Jun 29, 2014 5:56 pm, edited 1 time in total.
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Re: Flee = Not helpful

Postby krelm » Sun Jun 29, 2014 5:54 pm

Alternatively, if you're next to a gate, you can do:

e
close gate w

And be safe. Wargs don't have thumbs.
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Re: Flee = Not helpful

Postby jdidds » Sun Jun 29, 2014 6:17 pm

krelm wrote:Alternatively, if you're next to a gate, you can do:

e
close gate w

And be safe. Wargs don't have thumbs.


I really doubt that would work with the speed Wargs move at at the moment. These are ninja wargs we´re talking about.
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Re: Flee = Not helpful

Postby tehkory » Sun Jun 29, 2014 6:18 pm

jdidds wrote:
krelm wrote:Alternatively, if you're next to a gate, you can do:

e
close gate w

And be safe. Wargs don't have thumbs.


I really doubt that would work with the speed Wargs move at at the moment. These are ninja wargs we´re talking about.

It works. I actually have it down to where I can close most doors the moment I enter the room, even when I've entered the command -before- I've quite left the first room.

...no, I'm not -proud- of this 'skill.' I just have it.
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Re: Flee = Not helpful

Postby Jme » Sun Jun 29, 2014 7:06 pm

Realistically. A wolf or a Warg - unless reasonably injured, is going to out-run you.

It should be hard to get away.

It stops people being superhuman and strutting through the wildlife like they're godlike.
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Re: Flee = Not helpful

Postby jdidds » Sun Jun 29, 2014 7:08 pm

What bugs me, is that you almost have to twink just to get away from the buggers. I know it would be would be pretty difficult to get away from wolves in real life if they really and it in for you, but it´s still a game and I want to enjoy it, and my character. And not just have him mauled constantly and needing to spam away from rooms just to stand a chance.

If the game almost makes me need to spam away from a wolf pack just to survive, then surely it would be just as well to set their move speed a little slower, to avoid encouraging such behaviour, and so that I can at least "enjoy" his grizzly death a little more than a panic filled spamfest to a safe room. I don´t want to lose my character in a silly and meaningless way. . Set run and moving 8 rooms in three seconds (I remember reading that each room is over a kilometer i size or something) is just silly.

Can we please do something to correct the speed at which animals move in game?
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Re: Flee = Not helpful

Postby krelm » Sun Jun 29, 2014 7:17 pm

Can we please do something to correct the speed at which animals move in game?


As stated above, there's basically nothing that can be done, easily, without progs or cues or just generally hardcoding them to move slower.
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Re: Flee = Not helpful

Postby jdidds » Sun Jun 29, 2014 7:20 pm

krelm wrote:
Can we please do something to correct the speed at which animals move in game?


As stated above, there's basically nothing that can be done, easily, without progs or cues or just generally hardcoding them to move slower.


I´m pretty sure they didn´t move that quickly in SoI2, it was much easier to get away from them, but I know nothing about code and such and I don´t know how much has changed since SoI2, or even if it is the same code. I´ll just leave it be and hope that there is a simpler solution.
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Re: Flee = Not helpful

Postby sosaria » Sun Jun 29, 2014 8:57 pm

I distinctly remember they weren't moving this fast.

However, my character had amateur levels of hide and sneak so it wasn't too big a surprise when I was revealed by a pack of 6 wolves.

They travel in packs. They do.
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