[feedback] [dev] Aggro distance

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ncrijns
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Re: [feedback] [dev] Aggro distance

Post by ncrijns »

1. Run 100 meter from the place the last time the mob hit you. Rather then some distance from the place the last time you hit the mob. This would mean fast mobs would follow unless you use speed or another trick to get some distance so they don't hit anymore.

2. If you cast spell/attack/taunt/whatever else on the mob obviously, it's responds should be attacking. When you stop attacking and start running it's back to point 1

3. I like sehraciis ideas on the distance.
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helbreat
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Re: [feedback] [dev] Aggro distance

Post by helbreat »

hmm i think the idea of carnivores having increased following distance over herbivores is good

if your shooting/attacking a mob while running it shouldnt ever give up untill you stopp attacking it or it dies as the mob running away when your attacking it shouldnt happen :P

if too many people say they want this increased tho be prepared for many more patches and bugs while they try to change it and "balance" it all
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sehracii
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Re: [feedback] [dev] Aggro distance

Post by sehracii »

BUT like what's already been mentioned:

Fix the melee bug first! Top priority! It's KILLING good hunting teams and making it more dificult to level melee by limiting teams to 1.
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marct
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Re: [feedback] [dev] Aggro distance

Post by marct »

sehracii wrote:My suggested ranges vary depending on if the mob is carnivore/herbivore:

*if you don't keep attacking it*
Carnivores: 150m
Herbivores: 50m

*if you keep attacking it while running away*
Carnivores: 250m
Herbivores: 150m

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I would mix it up even more, by type of animal, season, lvl, how mad you made it, and I don't know, day or night depending on the animals patterns.

Obviously slower animals should stop sooner than faster ones. I don't think you should ever know how far exactly it will follow you. Maybe that Gnoof looks tastier than you.

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keoni
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Re: [feedback] [dev] Aggro distance

Post by keoni »

I think the current disengage distance is, as currently implemented, too short... and that the proposed changes sound promising. The only way to tell the full ramifications, of course, is to experiment with it once it's been changed.
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sehracii
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Re: [feedback] [dev] Aggro distance

Post by sehracii »

A lot of good suggestions were made in this thread:
http://www.ryzom.com/forum/showthread.php?t=14931

Seasons would be a good factor, as well as a bit of randomness like you said Noin. To be truly natural, it should be different every time.

But then again, trying to incorporate all those things will take a lot longer than a simple solution they were planning. I'd just like to see as much complexity as possible.
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danadita
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Re: [feedback] [dev] Aggro distance

Post by danadita »

sehracii wrote:Fix the melee bug first!
*falls to knees, clasped hands held out in supplication* Yes, for the love of God, please fix!
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helbreat
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Re: [feedback] [dev] Aggro distance

Post by helbreat »

i second that motion :) to be rid of that melee bug might make team lvling an option with more than 1 tank :x
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grimjim
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Re: [feedback] [dev] Aggro distance

Post by grimjim »

helbreat wrote:i second that motion :) to be rid of that melee bug might make team lvling an option with more than 1 tank :x
Yes, and we can't really give a complete valid opinion on the disengage distances if we can't melee :(
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helbreat
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Re: [feedback] [dev] Aggro distance

Post by helbreat »

grimjim wrote:Yes, and we can't really give a complete valid opinion on the disengage distances if we can't melee :(

ahh good point i doubt many people have been able to test the agro switch after they give up too because the teaming is very sparse while were having the bug :x
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