Old World NPC Adjustments

EverQuest Developer Rashere has offered some insights on the recent changes to Pre-PoP NPCs' AC, hitpoints, and DPS values. As seen on EQLive:



Some NPCs are likely hitting for more and others for less than before the patch.  The change involved switching old world NPCs over to newer systems.  Old NPCs all had hand-set values, which led to a lot of variance from NPC to NPC even within the same level range due to different designers making different NPCs (the dreaded "under con").  It also made it very difficult to tune since each individual NPC has to be tracked down and changed if you decide a certain range of NPCs needs to be adjusted.

Under the newer system, NPCs of the same level start with the same baseline values and modify from there based on the NPCs capabilities and class (warriors have more hps, giants hit slower and harder, werewolves are vulnerable to fire, golems have low intelligence, etc.) so depending on what the NPC was set at before, it may have gained or lost damage dealing capabilities in the conversion or it may be dealing similar damage, but in a different fashion (hitting harder, but slower for instance).

This only affected NPCs who weren't already on the new system, which is basically NPCs from Original EQ, Kunark, Velious, and Luclin.  It was also limited mainly to NPCs below level 50 and excluded event NPCs, which have to be tuned case by case regardless.

If you come across any particular NPC that seems to be way out of line compared to other NPCs of the same level around it, feel free to call it out and I'll go have a look.  I'll just need the zone and the full name of the NPC to find it.

Rashere



Different NPCs are still very much their own creatures.  The core change here is that there's consistency across races now, but each race of creatures has its own behavior characteristics.  You can learn and anticipate behaviors now that you couldn't before because there's a consistency that didn't exist previously in low level creatures.  This is the system that we've been using since PoP to make, say, gargoyles act like gargoyles regardless of where they are in the world.

This means that when you've been fighting goblins for a while and learn how they react, you can expect that same behavior to hold true when you run across a goblin in another zone.  But that goblin doesn't act like an orc, a skeleton, a giant, a griffin, or any other creature.  It acts like a goblin.

Here's a concrete example of what I'm talking about:

Take two level 30 creatures.  One is a sand giant.  The other is a skeleton.  They both are set up with baseline values for a level 30 creature so should be an appropriate fight for that level range, but they act completely different from each other.  The sand giant has considerably more hps than the skeleton, for instance.  The skeleton attacks a lot faster than the giant, but when the giant hits you...you'll know it.  They hit hard.  The giant's thick skin gives it an advantage against melee attacks (slight AC advantage), but magic lands relatively easily.  By contrast, the skeleton is pretty fragile, but it's undead nature makes landing poison and disease based spells difficult.  The skeleton is also mindless and less likely to go after a healer or buffer than the giant is.

Overall, even though they are the same baseline values, the giant acts different than the skeleton does and is a tougher fight because of it.

Rashere



Here's the breakdown of the DPS changes to "a large zelniak" in dawnshroud peaks:

Before the patch: max hit of 74, attack speed of 2.68 seconds

After the patch: max hit of 72, attack speed of 2.59 seconds

If you work the math, the overall DPS dropped by about 0.58 DPS.  This particular NPC did pick up some extra attack, though, so is a bit more accurate so we have to take that into account.  That boosts its DPS by about 2 on a caster, closer to 1 on a tank  (varies a bit by class...that's just averages) making the overall change about a 1.5 DPS increase if you're a caster, 0.5 if you're a tank.

Rashere



This is something we've been wanting to do for a while now.  We've been making a big effort to get the low end game into better shape in anticipation of a big push for new players in the near future.  We don't often get a chance to work on low end content or revisit those areas and a lot of the changes we're making are aimed directly at that.  Setting up the NPCs in this fashion is just part of a bigger picture.  There are other changes that we've mentioned in the pipeline as well, such as downtime reduction, and some we haven't discussed much yet, such as modifying zone exp modifiers to make these low end zones more in line with newer zones.

The progression server increased the timeline for the NPC changes since it made sense to get these changes in place before those servers came out instead of after.

Rashere

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seb
# Jul 01 2006 at 10:07 AM Rating: Decent
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130 posts
Yeah, I noticed the greenie froglok warriors have waaay more hp's than they did a week ago and hit for over 250...seems a bit harsh for a greenie..lol!
d
# Jul 01 2006 at 9:55 AM Rating: Decent
Don't worry about Seb anyway... Sony stopped most gems from dropping there long ago so it's a worthless zone these days.
Shrooms
# Jul 01 2006 at 9:33 AM Rating: Default
The shrooms in seb hit for 400+ now. This seems a bit drastic, it's over twice the damage they dealt before. And they don't hit any slower, possibly faster if anything.
Velks Lab
# Jul 01 2006 at 9:03 AM Rating: Decent
Please look at this zone...Level 60 and can barely solo the spiders at the entrance...hitting for over 150 consistently and fast. For a zone that's supposed to start at 35 it's way overpowering for the intended level.

Seventh Hammer
agreed
# Jul 01 2006 at 1:42 AM Rating: Default
EQ was and has never been a game for people who just want to solo. With these changes it makes for a more team oriented game, which if you have the right players in your group can be extremely beneficial. I for one like the evening out of the NPC's around the world of Norrath. Yes, I like to solo but the humor and the sadness of playing with the other people out there is what makes the game fun( er or, after the train.... angry) but thats the name of the game. As for epics they where never supposed to be easy,although i do think that the stats should be increased. due to the increase in the toughness. There should be some effect from epics that are above and beyond what they have now although to make the existing in game ones should not have the extra bennies. hmmmm.... maybe epic 3.0 for completing the 1.0 quests?
Actually not a bad change
# Jul 01 2006 at 1:03 AM Rating: Decent
Quote:
Yea its really nice having mobs hit harder for the same reward, that helps SO MUCH! Thanks SOE for making epic 1.0's a heck of alot more difficult. Worms in Skyfire hit for 180ish now and have a super crapload of hitpoints!


Actually as a chanter this is a nice change. Now we can charm these mobs and have them attack with more damage dealing. But then again it is the ole risk vs. reward as they will also hit harder when charm breaks. Any chanter that has some practice charming should be fine though.
did they add new loot
# Jul 01 2006 at 12:34 AM Rating: Default
or are they completely stupid?
don't like it at all
# Jun 30 2006 at 6:13 PM Rating: Decent
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Yea its really nice having mobs hit harder for the same reward, that helps SO MUCH! Thanks SOE for making epic 1.0's a heck of alot more difficult. Worms in Skyfire hit for 180ish now and have a super crapload of hitpoints!

Always enjoyed old world mobs because tehy was easier. Once again this hurts the up and coming new players making it harder to get to 50.
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That's sexy,
# Jun 30 2006 at 3:56 PM Rating: Default
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Well people been complaining about this for the longest time, so that's awesome far as I'm conserned. Going back and finally getting bugs and tweaking things. Though I'm sure there will be people complaining about why can't they just leave things alone still too... lol

Good work guys. :)
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