Reference!
What could be the reasons why it is inconvenient to drive monster trains on the server? There are a number of factors, not everything is limited to geodata and AI-behavior of monsters, although this is one of the main factors. We will talk about everything in detail below.
Position of monsters around the player in Lineage 2

1. Movement and collision algorithm (AI / geo)
In the original chronicles, mobs have a built-in collision system (collision radius + AI follow), which tries to "place" monsters around the target. If geodata or pathfinding work correctly, mobs occupy positions evenly. If geodata is simplified or disabled, they can get "cluster" or even chaotically.
2. Geodata (geoengine)
Off-servers (official) use full-fledged geodata, so mobs try to be located in a circle. Pirates can use different implementations: from primitive (mobs run straight to a point and stop) to advanced (going around corners and taking into account radii). In corners/narrow places, a difference often appears: somewhere mobs neatly “stick” as a solid wall, and somewhere they overlap each other.
3. Collision Radius and Collision Height
Each NPC has parameters collision_radius and collision_height. They may differ on different builds (for example, the radii are reduced for optimization). Then mobs can “climb” on top of each other. The smaller the radii, the denser the crowd and the less chance that the pick will hit everyone.
4. Algorithm for selecting an attack point (AI intentions)
When a mob aggroes, it calculates its path and “tries” to occupy the nearest free point within the strike radius. On some servers, this logic works stably (uniform distribution), on others it is cut down (mobs stop wherever they have to).
5. Difference between chronicles and cores
On C4-Interlude and some classic cores, the mob distribution is more even. On HF-GoD, the algorithms changed, and mobs sometimes “glue” together in a pack. L2J emulators often made changes - hence the difference between pirate servers in this area.
Position of monsters around the player in Lineage 2: output
If the server geodata and AI are written correctly, the mobs form a semicircle/circle around you, and the pike hits almost everyone. If the geo/collisions/radii are simplified, they bunch up, and some may end up outside the impact zone or even fall into the textures.
Now you know why the behavior of locomotives differs so much from server to server: the AI+geo bundle, collision sizes and the logic of choosing the strike position decide. We will continue to dig into the game using practical examples and short tests - look in our section analysis of game mechanics and share your observations. The more accurately we understand the structure of the system, the easier it is to find profitable places for farming and collect ideal packs.
In our Telegram channel You will find exclusive content, guides and contests only for subscribers.