
Mobs and the range they leave combat
Re: Mobs and the range they leave combat
I love this change. It makes me and my mount a lot safer - mobs don't follow to the ends of Atys anymore. >_< Before, if for some reason I got low on HP, and my only option was to run because I had already exhausted Self Heal Life and Melee Protection Aura, I was pretty much screwed. Now at least I have a chance. 

Jelathnia, Kasarinia, KianShi, Maethro, ShuaLi, and OPaxie (Arispotle)
TeiJeng (Leanon)
ï = ALT+0239 | advice for mission design | Zoraï masks
long-distance communication | some foods and drinks | Zoraï pictograms
"Ryzom: We dare to be different. Do you dare to adapt?" - Acridiel
TeiJeng (Leanon)
ï = ALT+0239 | advice for mission design | Zoraï masks
long-distance communication | some foods and drinks | Zoraï pictograms
"Ryzom: We dare to be different. Do you dare to adapt?" - Acridiel
Re: Mobs and the range they leave combat
The wholepoint is why change it? It was fine as it was and like katriell points out its now a lot safer now
anybody with a decent amount of hp can just walk the desired distance nm having to use boost,invun,mpa but judging by a few posts ppl want it made easyer
.
As for neverax making any changes i very much doubt it less the whole server screams it ( tp bulk
) it wont get altered.lol,and as for neverax god would i love to use a really nice way to spell it but sadly i prob get banned off the forums..lol


As for neverax making any changes i very much doubt it less the whole server screams it ( tp bulk

->Muff Adavanced DP magnet closing in fast on Master <-
Re: Mobs and the range they leave combat
Muff, this was due to popular request. Mobs did follow you for ridiculous distances before, although it was possible to outrun them with speed 4/5 sometimes.
Mikos, Abyss Eye
Re: Mobs and the range they leave combat
Being frank I can't say I don't love it....it makes life and especialy traveling much easier...now if u have enough HP and u can stand 3-4 hits of mob u r 90% sure u will survive attack. I checked it very deeply last night at Nexus...without any boosts (all used) I was able easily to travel....
Hope this won't spoil the main game feature- some kind of reality and not-being-god feature. In most games I've played after certain level u could feel almost all time invunerable (vide Morrowind).
Hope this won't spoil the main game feature- some kind of reality and not-being-god feature. In most games I've played after certain level u could feel almost all time invunerable (vide Morrowind).
Ciridemarr
Guild Leader
Order of The Nameless Guild
UFC Atys Champion-Master of Elemental, Big Swords,Tiny Spears and Healing - PvP ready
Master of homeland forage
also Avatar of Adds and enemies terror (sometimes when forced to be)
..but Angel of Kindness to friends
Guild Leader
Order of The Nameless Guild
UFC Atys Champion-Master of Elemental, Big Swords,Tiny Spears and Healing - PvP ready
Master of homeland forage
also Avatar of Adds and enemies terror (sometimes when forced to be)
..but Angel of Kindness to friends
Re: Mobs and the range they leave combat
I personally am happy with the new short range at which mobs leave combat, I have proudly levelled to 201 ele solo and am now having to hunt 2* purple for any Xp, This new alteration is gratefully received by myself and perhaps anyone else wanting to level solo out there.
Re: Mobs and the range they leave combat
hmm, hopefully this is not a sign of 'dumbing down' Ryzom to make it more appealing to the mainstream audience. Probably isnt at all and has been introduced to stop Aen being pulled from guards and also for outpost guard ai reasons.
Might be pertinent to have separate code for guards/bandits and mobs though. If a varnix takes a chunk out of my leg i'd expect it follow me a lot further than 50m, but if i was aggro'ed by a guard its realistic they would stop and not be lured away from what they were guarding =)
Might be pertinent to have separate code for guards/bandits and mobs though. If a varnix takes a chunk out of my leg i'd expect it follow me a lot further than 50m, but if i was aggro'ed by a guard its realistic they would stop and not be lured away from what they were guarding =)
rushin ~ asleep
Re: Mobs and the range they leave combat
I think that 50m from their spot is way to little. It sounds like (haven't done anything around agros as time is busy and I am not on much atm
) they will leave combat even if they are 1m away from you and reach that point. Now this sounds rediculous to me. Sure it makes things easier, but why do you want that? Part of what has made this game fun is its challenge and this gets rid of a lot of that. They should leave combat after the distance between you and them = x not after the distance between them and their original position = x. I honestly hope they change it back.

CAITIFF
High Officer of the all omnipotent Infinity
.
Windermeer |:.
High Officer of the all omnipotent Infinity
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Re: Mobs and the range they leave combat
I totally agree the distance should be different between carnivores and herbivores. (not necessarily aggro/non aggro)
An arma shouldn't want to fight you, and if it sees you've run 50m away from where it was, it declares it successsfully chased you off and goes back, mission accomplished. I think primitive tribes would fit in this category even though they are aggro, I think they merely want to chase you away.
A gingo on the other hand, attacked you for a different reason. It wants to eat you and shouldn't give up a meal that easy. Although the way they acted before was a little ridiculous, could chase you across entire regions.....
Ideally, they would give up under two conditions:
1. You get X meters away from it, not from it's "home." I think 50 would be good, it's oftern very difficult to get that far from fast predators. You could say the gingo decided you were too fast and too difficult a meal.
2. You got X meters away from it's home area. This would need to be a lot bigger, 150? Wild carnivores wouldn't want to travel great distances away from where they live if they don't go there naturally. Besides, if you got that far without dying, it should again consider you too difficult a meal.
An arma shouldn't want to fight you, and if it sees you've run 50m away from where it was, it declares it successsfully chased you off and goes back, mission accomplished. I think primitive tribes would fit in this category even though they are aggro, I think they merely want to chase you away.
A gingo on the other hand, attacked you for a different reason. It wants to eat you and shouldn't give up a meal that easy. Although the way they acted before was a little ridiculous, could chase you across entire regions.....
Ideally, they would give up under two conditions:
1. You get X meters away from it, not from it's "home." I think 50 would be good, it's oftern very difficult to get that far from fast predators. You could say the gingo decided you were too fast and too difficult a meal.
2. You got X meters away from it's home area. This would need to be a lot bigger, 150? Wild carnivores wouldn't want to travel great distances away from where they live if they don't go there naturally. Besides, if you got that far without dying, it should again consider you too difficult a meal.
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: Mobs and the range they leave combat
Well apolagise about that bit didnt realise ppl wanted the game made easyer if thats what the community wanted then ok npmmatto wrote:Muff, this was due to popular request. Mobs did follow you for ridiculous distances before, although it was possible to outrun them with speed 4/5 sometimes.



->Muff Adavanced DP magnet closing in fast on Master <-
Re: Mobs and the range they leave combat
It was just the way how you expressed your opinion, Muff 
Before losing agro was usually ridiculous without speed 4/5/6.. Well, have been playing with new patch a little and now losing agro is beyond ridiculous. Don't even need speed at all.
Carnivores should be more persistent in their hunt. If the carnivore is biting your behind, it should not lose agro for until some 500 meters from original spots. It should lose agro sooner if you manage to get some distance to it.
There could be some formula like that takes account maximum chase range for mob type, distance between mob and player, mob normal agro range and how far player has been chased already.

Before losing agro was usually ridiculous without speed 4/5/6.. Well, have been playing with new patch a little and now losing agro is beyond ridiculous. Don't even need speed at all.
Carnivores should be more persistent in their hunt. If the carnivore is biting your behind, it should not lose agro for until some 500 meters from original spots. It should lose agro sooner if you manage to get some distance to it.
There could be some formula like that takes account maximum chase range for mob type, distance between mob and player, mob normal agro range and how far player has been chased already.
Mikos, Abyss Eye