Stronger patrols avoided
Routes now avoid stronger patrols. The day's death-rate batches are starting to show in production: a third fewer deaths and a third more experience per player in the latest measurement.
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- 6f8b9d1
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- Build success (2 min) · Target worldserver
- Patrols: when computing a route, a moving hostile monster at least three levels higher and close to the path becomes a 30-metre area to go around. Level 23 and 24 patrollers were killing level 19 and 20 characters in passing.
- Melee fights: the investigation showed long fights come from monsters pulled by walking right past them, not from a lack of spells; camp and patrol avoidance address these cases.
- Measured in production after the previous batch: experience per player +32% and deaths at about 72 per hour, down from 105.
- Showcase group: its recent scattering comes from repeated deaths in a zone that was too hard, followed by hearthstone trips back to town; the fix is in validation for the next batch.
Paired validation on 24 clones: stable indicators, no extra computing cost, no crash.