[feedback] [dev] Aggro distance

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katriell
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Re: [feedback] [dev] Aggro distance

Post by katriell »

mmatto wrote:That would be ok in zones 0-150. I would like to maintain some difficulty in 150-250 zones as those block access between lands and trekking in groups is the best easily made player content in this game.

<snip>

But, I agree that lower level zones. Especially, 0-50 should not be as hard as they are now.
*simply nods because mmatto summed up the perfect solution, IMO* :)
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vinnyq
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Re: [feedback] [dev] Aggro distance

Post by vinnyq »

I would like to see some sort of random but bounded range of aggro distant, depending upon the "mood" of mob chasing you.

This doesn't have to be an actual "mood", it could just be a random range between 50m to 100m etc, and players can come up with their own explanation for the appetite of the mob, or lack thereof :D
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quasar11
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Re: [feedback] [dev] Aggro distance

Post by quasar11 »

Question, has anyone done Aen since the patch? Many want to keep bosses difficult. I agree, but not impossible...

The ideas about LVL and seasonal variances would be fun. But, I agree, a lvl appropriate run should allow escape always. You still have to avoid agrro on the way back to team and deal with the mobs when you rez, that should be enough.
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gecker
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Re: [feedback] [dev] Aggro distance

Post by gecker »

I would like to see aggro distance relavive to the zone you are in. For example.

In a level 50 zone mobs stop chasing at 50 meters
In a level 100 zone mobs stop chasing at 100 meters
In a level 150 zone mobs stop chasing at 150 meters
In a level 200 zone mobs stop chasing at 200 meters
In a level 250 zone mobs stop chasing at 250 meters

I think now in the high level zones 50 meters is too easy. I was able to solo from Tryker to Matis by only using speed-up. It's no longer much of a challenge. The same in PR, you can easily forage in areas that used to be very hard to get to, just because you can speed run through the aggro now.
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bobturke
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Re: [feedback] [dev] Aggro distance

Post by bobturke »

sehracii wrote:I agree the short distance is great for NPC bosses but....

After a couple weeks with the new very short range, I think traveling has gotten too easy. Of course mobs following forever isn't realistic either.

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
This is a change that needs to be made I agree. I think sehracii has the ranges pretty spot on.

Currently it is very easy to explore. Probably too easy.

Thumbs up for this change too.
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alibasil
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Re: [feedback] [dev] Aggro distance

Post by alibasil »

I have commented on this before in the original thread Muffty made.

My post is number 30 on it, link is here

I agree making Aen and bosses needs a new degree of difficulty compared to how it was pre-patch. Maybe this could be achieved in a different way?
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helbreat
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Re: [feedback] [dev] Aggro distance

Post by helbreat »

alibasil wrote:I agree making Aen and bosses needs a new degree of difficulty compared to how it was pre-patch. Maybe this could be achieved in a different way?
people were killing aen tonight they have learnt to adapt so the boss not being lureable is ok ;)
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vinnyq
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Re: [feedback] [dev] Aggro distance

Post by vinnyq »

woa, capture a vid dood and show me! Are there more than one team needed to do Aen?
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bf649ztp
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Re: [feedback] [dev] Aggro distance

Post by bf649ztp »

No don't change the distance, i feel all the changes made were good ones and suit my style of play perfectly. Good Job.
jokque
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Re: [feedback] [dev] Aggro distance

Post by jokque »

vinnyq wrote:woa, capture a vid dood and show me! Are there more than one team needed to do Aen?

I think we were around 30 people last night, if not more.
Several from OotN, DOoA and Illuminati, with several guilds only being represented by 1 or 2 people. I had to leave when they started picking off the guards, but im sure they managed it in the end :)

Wish there was more tactic to the fights in this game though, instead of just running in and spawning the guards then everyone gets killed in 1 second by some ranged mobs they dont even see, and the only way to win is to either cheese the fight by dragging the boss away, or to have ALOT of healers spam heals over a really long period of time onto a tank and a few AoD
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