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Re: Mobs and the range they leave combat
Posted: Thu Jun 02, 2005 6:02 am
by micrix
It should be more like 50m between mob and homin and not 50 between mob and his origin. But, although its horrible hard, a boss should not leave his guards.
If anyone gets bored with the situation, he should go to Tryker outlands. There is no 50m aggro-free radius

Re: Mobs and the range they leave combat
Posted: Thu Jun 02, 2005 6:04 am
by mmatto
Maybe the agro leave combat range should depend on mob level or region level too. So, in low lvl zones agro would lose interest sooner than in higher lever regions.
Benefits are:
- Game is bit easier for beginners
- Added feeling of difference when moving to higher lvl regions. Not just same but higher level
- Maintain challange in travelling and higher lvl zones
- Speed power would be useful at all levels as you would need higher speed to outrun mobs at higher lvl areas
Re: Mobs and the range they leave combat
Posted: Thu Jun 02, 2005 6:17 am
by micrix
No joke, i really wish we could climb trees/high plants. Even if i had to sit for 10 mins on the tree until the aggro looses interesst.
I know many places where you only can sit down and die when solo or duo and you attracted an aggro.
Re: Mobs and the range they leave combat
Posted: Thu Jun 02, 2005 6:19 am
by mmatto
micrix wrote:
I know many places where you only can sit down and die when solo or duo and you attracted an aggro.
Stumbling into boss bandit / high lvl agro tribe camp is only places i know
EDIT: That was pre patch observation
Re: Mobs and the range they leave combat
Posted: Thu Jun 02, 2005 8:29 am
by turjake
IMO the recent mob range "fixes" weren't that good as an idea - for example in UO monster will follow you to wherever you go unless your distance to the monster grows too long. IMO this should be the approach taken into Ryzom as well, instead of stupid "rubberband monsters" found in many other MMORPGs. In addition the new ranges seemed to introduce the dreaded melee bug - mob changing targets rapidly when it's near the end of it's leash.
As others have already mentioned this new feature makes walking trough Atys a picnic, even for lower level homin like me
When comparing to the real nature some pack animals - for example wolves can give long chases just for the sheer fun of it, some other like felines prefer short and quick chase.
Lwiz
Forager - crafter - healer, Shadows of Dementia
Re: Mobs and the range they leave combat
Posted: Thu Jun 02, 2005 8:51 am
by blaah
turjake wrote:IMO the recent mob range "fixes" weren't that good as an idea - for example in UO monster will follow you to wherever you go unless your distance to the monster grows too long. IMO this should be the approach taken into Ryzom as well
you could outrun mobs before too, but problem was that even with speed up, some mobs (like dogs, kitins) were fast enough to keep up so distance did not grow.
new system needs some tweaking (like if mob is 5m from you / you still beating it with your gun then it will never leave combat) but it's a good change.
imho
edit: bandits/npc tribes/guards are different, so that pulling guards with ranged (you run speed is same as npc) should be not possible. also "5m rule" should be "5 sec rule" (did i hit him ? no - count to 5 and run back to camp) at certain distance from their idle location.
Re: Mobs and the range they leave combat
Posted: Thu Jun 02, 2005 9:13 am
by helbreat
wow ive never read so much wierdness in my life all the time i played this game i heard people complaining that mobs never give up and that they have never played a game where you cant outrun the mobs....
now we can actually stand a chance if were a forager and get agroed and you all start saying its a bad thing do you think a lion would chase its prey for 3-4 blocks? no... it would realise after a few secs it had been spotted and switch to the closest piece of meat which is what the agro now does simple..