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Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 5:39 pm
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.
Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 5:45 pm
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
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
Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 5:46 pm
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.
Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 5:51 pm
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
NPC Bosses:
Stay within range of guards
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.
Noin.
Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 5:54 pm
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.
Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 5:55 pm
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.
Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 5:57 pm
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!
Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 5:59 pm
by helbreat
i second that motion

to be rid of that melee bug might make team lvling an option with more than 1 tank

Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 6:00 pm
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
Yes, and we can't really give a complete valid opinion on the disengage distances if we can't melee

Re: [feedback] [dev] Aggro distance
Posted: Mon Jun 06, 2005 6:08 pm
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
