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Used: Despawn Timers

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Post by MannyJabrielle Wed Dec 31, 2008 1:19 am

Could there be anyway to have the despawn get put on hold when the creature is engaged in combat?

It's not common, but I've heard people comment on enemies suddenly just disappearing on them. From my personal experience, the despawn happens in rather lengthy battles where I happen to have died once in it's course. As I use soul-anchor boots on many of my characters, they're able to jump right back in the fight. Some people like to use gifts of Zolaras for the same effect (with it's associated danger of a rather speedy return right back to the great hall).

It happened to me just tonight even. My shifter, Alex, got to the elder beholder. Early in the battle, he got killed. I zapped right back in, and went right back to fighting. Bashed the elder from uninjured down to near death, and by my estimate, it would have taken 1 more hit to kill him.... And the elder just vanished. Poof. It was not a very happy scenerio for me. I felt rather robbed of a hard earned victory by a game mechanic. I'm sure others have felt the same way to some degree when they have enemies just vanish on them, especially having been in combat with said enemy for a while. For lesser massed spawned monsters it's not as sour, but for 'boss' type monsters, the big bad enemies... it's a -very- sour feeling to have it jsut disappear after investing so much into the battle.
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Post by daveyeisley Fri Jan 02, 2009 9:27 am

If this change is possible - preventing the cleaner script from destroying/despawning any creature who is currently engaged in combat - I would agree 100% with Manny that this would be WONDERFUL to have!

If you die, you lose XP. If you try to get revenge and manage to beat the perpetrator down only to have him go poof, it is a VERY negative experience for the player, as you lost the XP and the chance to avenge yourself and recoup some of that XP, and whatever consumables and resources you expended in both phases of the fight, plus the loss of all loot you should have won.
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Post by Eric of Atrophy Fri Jan 02, 2009 11:30 am

I've never experienced this myself, but it sounds awful. I third this motion!
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Post by The Amethyst Dragon Thu Jan 15, 2009 11:20 pm

Despawn timers are still in, but some script changes have been made that should keep them from activating in an area if any PC is in the same area.

After the next reset, the timers will kick in 3 minutes after a PC leaves an area. After the 3 minutes, it will check each PC in the game...if one is in the area the timer has activated the cleaner script for, it should cancel the cleansing.
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