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Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 6:53 pm
by vinnyq
You know what would be really cool?

If the mobs don't have a fixed range where they break off, but instead, it's semi-random. Whatever they "feel" like at the time. Sometimes they break off short because they are just Not In The Mood, other times they really really like you (or hate you).

That would put a bit of unpredictability into traveling, hunt, and general gameplay.

Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 7:03 pm
by gecker
Well there had been a problem with players, whether by accident or intentional, traning aggro onto other players with their mounts. With the mobs leaving combat now, that problem has been virtually eliminated.

I enjoy the changes, since it has opened up some new forage areas for me, areas I could never access before because of the aggro en-route to that area.

Unless you are hunting boss mobs and tribes, it would appear that the changes have benefitted players. It is easier to solo travel now.

Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 7:37 pm
by sehracii
vinnyq wrote:You know what would be really cool?

If the mobs don't have a fixed range where they break off, but instead, it's semi-random. Whatever they "feel" like at the time. Sometimes they break off short because they are just Not In The Mood, other times they really really like you (or hate you).

That would put a bit of unpredictability into traveling, hunt, and general gameplay.
Oh, I tend to always think in terms of concrete formulas when it comes to computers, totally forgetting the beauty and simplicty of a random number. That would be great and truest to nature of any of the suggestions. Sometimes the gingo is hungry and will follow you forever, and sometimes he just ate, and could care less about you....

Of course it shouldn't be entirely random, formula should include these factors along with the randomness:
How far from "home" the mob is
How far away from you (it's prey) it is
What season it is

Hey, while we're at it, lets put a hunger meter on carnivores. If they just ate (killed something) their aggro range drops down to some minimum value. Over time without killing anything, that range increases, until it hits a maximum (could be whatever the range of all the mobs are now, so we don't have to get used to any new ranges, just assume the worst)

Then have fun and throw that hunger value into how far it chases you. Haven't eaten since two seasons ago = chase you from the desert to the forest ;)

With a little random factor for fun :D

Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 7:44 pm
by larwood
Good call Fyrx..

Also, I think that the players level should influence it a bit. I mean, if the gingo views me as a predator, it wont aggro, but if it sees me as possible lunch... then it will attack.

Otherwise, i waste more hp/sap by nuking the gingo than i did to its attacks. :) Just a bit of a nuciance... but not too bad, especially with this new un-aggro 50 meter thing.

Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 7:51 pm
by mmatto
gecker wrote:It is easier to solo travel now.
Yes, that is exactly the problem. Solo world tour is no brainer currently.

And I do not see how it is possible to get whole group killed nowadays. There is always someone who can walk out of 50m range alive.

Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 7:57 pm
by larwood
mmatto wrote:Yes, that is exactly the problem... I do not see how it is possible to get whole group killed nowadays. There is always someone who can walk out of 50m range alive.
lol, and this is a problem. :)

Mikos = Leroy ?? :)

Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 9:06 pm
by mmatto
larwood wrote: Mikos = Leroy ?? :)
Yeah, like when playing with zerx in Flaming Forest while ago...

Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 9:08 pm
by larwood
mmatto wrote:Yeah, like when playing with zerx in Flaming Forest while ago...
hehe... no probs. (Leroy)

Re: Mobs and the range they leave combat

Posted: Wed Jun 01, 2005 10:52 pm
by muffty
larwood wrote:hehe... no probs. (Leroy)

Least get it right :D LEROOOOYYYYYYYY JENKINSSSSSSSSSSSSSSSS! ;)

Re: Mobs and the range they leave combat

Posted: Thu Jun 02, 2005 12:02 am
by alibasil
I would like to see the mobs continue follow indefinitely returned also.

I think that without this, the skills we have picked up so far as players could be lost and also the newer generations of players wont experience how we played the game. Allow me to explain...

Now Ninja Sneaking is a obsolete. It pains me to think that someone level 50 could now solo it through Under Spring (as long they stayed away from the KP). All they would need to do should they get aggro is run 50m and all is ok.

To even think that players wont need to know things like "ocyx and tyrancha are almost completely blind thus sneaking closer to them is easier" I find appalling! To think of the DP and game experience we have endured to work out things like approximate safe distances from aggro. Not to mention how people have even looked into mob movements during different seasons!

Now a player might as well not even care if they find aggro munching on them, just run 50m and you can say "what aggro?".

I remember a while back a post about the creatures of atys (it took me a while to find it but here it is). The very 1st post describes what i think will be destroyed. If you have spent the time that Neun has obviously spent you know how to navigate atys well.

It will be skills like this that will be lost and I for one find a great sense of accomplishment in knowing these subtle things that cant be taught... only learnt!