Ok after a bit of DP gathering ive managed to figure out that their aghro range has definately increased. before i could go within 25m of some of the camps in GoO and now im lucky if i dont get agroed at 50m, the same in EF.
I stood in one spot that before was definately out of their range and waited, they all seem to be sprinting about a lot now, whereas before they would walk - maybe this is the lag but where i was standing it shouldnt have mattered, and lo and behold a minute or so of waiting and boom, they came after me.
This is all very well, and i thought that maybe it was to do with the bandit invasions putting all the bandits in realms on heightened alerrt or something.
Dont get me wrong it wasnt really intended to be a whine, but now there are a lot of material spots that just arent harvestable anymore, unless you are able to field a group to wipe the camp out, which often isnt the case.
Bandits in the pr gone mad?
Re: Bandits in the pr gone mad?
God forbid that anyone should contradict the almighty DoubleTap, but try extracting your head from your butt for a minute and you might see things more clearly.vguerin wrote:Problem solved... finally an official response...
Oh wait a minute, it's just someone chiming in without a clue of how much lag the folks that came here from the old NA server deal with...
1) Players have noticed an increase in aggro (range) whatever server they were on previously (so why should this be a lag issue for former US players only ?)
2) NPCs dont run all the time
3) "Before" the increased aggro range, there were spots in the PR that could be harvested with bandits standing next to you and not attacking. This is now no longer possible in a lot of cases
My conclusion is that the bandit aggro range is the distance you are from the bandit camp, and this range has been increased from what it originally was (stealth patch or otherwise)
Re: Bandits in the pr gone mad?
ozric wrote:
1) Players have noticed an increase in aggro (range) whatever server they were on previously (so why should this be a lag issue for former US players only ?)
I mentioned lag cause they run very fast and as someone stated the old agro ranged seemed to be about 25 meters (other factors werent mentioned so i'll ignore them for now). However they seem to be able to cover distance very quickly. Therefore, if bandit was at 26 meters and all of a sudden your agroed my point is that within that 1 second they could have been walking then turned and ran. So instead of you seeing the turning/running all you see is the eyeball attacking behaviour.
Thats what makes it more difficult to determine unless you stand there collecting DP with various other people.ozric wrote:
2) NPCs dont run all the time.
The non aggroing bandits were clearly a bug and I would consider digging there repeatedly after realizing they dont agro and not reporting it a bad bad thingozric wrote:
3) "Before" the increased aggro range, there were spots in the PR that could be harvested with bandits standing next to you and not attacking. This is now no longer possible in a lot of cases

ozric wrote:
My conclusion is that the bandit aggro range is the distance you are from the bandit camp, and this range has been increased from what it originally was (stealth patch or otherwise)
Bandit agro range has never been Distance from player to camp. I've run through bandit camps timing it correctly and not getting agroed in the past.
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Re: Bandits in the pr gone mad?
This would definatly explain the difficulty in trying to go to Hoi Cho in the last couple of months. Befor, you could go through kipee hill with no prob, but now, wall-hugging is very dificult, and trying to keep a packer away from the Korvan AND the Ragu is nigh impossible w/o haveing an amp or a weapon.
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Re: Bandits in the pr gone mad?
I disagree that this was "clearly a bug". Away from the camps, bandits wouldnt aggro, whether digging or just walking past them. Close to the camp they would aggro. Not a case of "digging there repeatedly", this happened everywhere. (Similar to tribes that attack if you are near their camp (and with bad fame), whilst the patrols leave you alone).roninpvp wrote: The non aggroing bandits were clearly a bug and I would consider digging there repeatedly after realizing they dont agro and not reporting it a bad bad thing![]()
It may well have been possible to time a run through the camp, yet still be out of range of the bandits and thus not get aggro.roninpvp wrote:
Bandit agro range has never been Distance from player to camp. I've run through bandit camps timing it correctly and not getting agroed in the past.
Bug fixes are almost always documented. Stealth changes arent.
Re: Bandits in the pr gone mad?
Basically, initially the aggro range could have been a dual requirement: close to camp AND close to bandit? So avoiding just one would keep you safe.
I'd venture it's still the same now, except the aggro range relative to the camp has increased, and possibly the range from the bandits themselves as well.
I'd venture it's still the same now, except the aggro range relative to the camp has increased, and possibly the range from the bandits themselves as well.

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Re: Bandits in the pr gone mad?
ozric wrote:I disagree that this was "clearly a bug". Away from the camps, bandits wouldnt aggro, whether digging or just walking past them. Close to the camp they would aggro. Not a case of "digging there repeatedly", this happened everywhere. (Similar to tribes that attack if you are near their camp (and with bad fame), whilst the patrols leave you alone).
It may well have been possible to time a run through the camp, yet still be out of range of the bandits and thus not get aggro.
Bug fixes are almost always documented. Stealth changes arent.
1.) You stated in your post that agro was determined by distance from camp. Now your stating its distance from camp and bandit.

2.) Bandits are AGRO when they see you they are supposed to attack you plain and simple. There are no "bandit patrols" like the tribe patrols; and any attempted comparison between the two types of npcs are clearly flawed. I've noticed this behaviour and reported it immediately and yes it was a bug

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Re: Bandits in the pr gone mad?
Here's my thoughts on it, resulting from various observations after this behaviour first occured and after being aggroed and shot from a good 100 meters distance...(if anybody cares, that is
):
I assume it's a side effect.
Bandit behavior has been different with the patch that introduced being able to run from an aggro, whichever version number that was...
OK, there might be a small delay in aggro range due to lag and faster bandit movement, but I don't think that's the real reason.
I think, bandits get put into a state of aggro when there's a cause, ie. you're getting "regular" aggro by one of them. We all know, they're very social, so this will be a switch, somewhere.
Now what happens then? Three possibilities: You outrun them, which is possible now (if you survive the superrange attacks), you defeat them or you get killed.
Now there's two possibilities to my thoughts, maybe even both apply.
First, if you die and spawn before the time limit when bandits lose their aggro state again expires, they don't lose it. Second, if you outrun them, their aggro state never expires.
If the aggro state doesn't expire, they will most likely attack any Homin within their actual fighting or chase range, which is of course a lot further than getting the aggro state at first.
So, in effect, we're not aggroed at larger range, we're merely inheriting other Homins aggro... Of course having had real few reboots in the past months helps putting more bandit camps into aggro inheritance state, then.
Sounds like a solid assumption to me, but hey... I'm not the one to code the behavior

I assume it's a side effect.
Bandit behavior has been different with the patch that introduced being able to run from an aggro, whichever version number that was...
OK, there might be a small delay in aggro range due to lag and faster bandit movement, but I don't think that's the real reason.
I think, bandits get put into a state of aggro when there's a cause, ie. you're getting "regular" aggro by one of them. We all know, they're very social, so this will be a switch, somewhere.
Now what happens then? Three possibilities: You outrun them, which is possible now (if you survive the superrange attacks), you defeat them or you get killed.
Now there's two possibilities to my thoughts, maybe even both apply.
First, if you die and spawn before the time limit when bandits lose their aggro state again expires, they don't lose it. Second, if you outrun them, their aggro state never expires.
If the aggro state doesn't expire, they will most likely attack any Homin within their actual fighting or chase range, which is of course a lot further than getting the aggro state at first.
So, in effect, we're not aggroed at larger range, we're merely inheriting other Homins aggro... Of course having had real few reboots in the past months helps putting more bandit camps into aggro inheritance state, then.
Sounds like a solid assumption to me, but hey... I'm not the one to code the behavior

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Re: Bandits in the pr gone mad?
1) When will they fix the bugged friendlies behavior then? I have encountered bandits far from their camps, though I do not know for sure whether they were on patrol or not, as they killed me before I could ask them. If bandits away from their camp are indeed supposed to agro, and it is it bug when they do not, then it naturally follows that friendlies who would defend you while you were in their camp should defend you while they are out wandering around. Either NPCs have camp specific behavior and wandering behavior different, or they have them the same. One or the other.
2) I do not use ranged weapons, but I have been killed by them (prior to patch 79, but more recently than 4 weeks ago) at distances close to 300 meters, the killing NPC too far away to be on long-range radar
Perhaps if we could but get ahold of the bandits plans for VASTLY superior weapons, ranged might not suck quite as hard as it currently does for us ignorant and backwards Homins of the civilizations.
OOC:
2) I do not use ranged weapons, but I have been killed by them (prior to patch 79, but more recently than 4 weeks ago) at distances close to 300 meters, the killing NPC too far away to be on long-range radar

OOC:
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