Page 4 of 7

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 7:12 am
by askia2
While i agree that the range should be increased, it should be by only a bit.
From a ranged perspective, in the current form you have to come up with an interesting mix of walking backward and running away to keep the mob in range for slow ones. For faster one only your initial run is worthwhile, after it catches up to you, you cant run away or you might not gain any xp if it leaves combat.
What think should be done is that while somebody is running he should have some kind of dodging bonus. In fact, it should be harder for mobs to hit you while you run in my opinion. This idea mixes well then with the increased range.


Shuna

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 7:17 am
by mmatto
askia2 wrote: What think should be done is that while somebody is running he should have some kind of dodging bonus. In fact, it should be harder for mobs to hit you while you run in my opinion. This idea mixes well then with the increased range.
I think they might have already increased dodge when running. At least, there seems to be lot more dodges that way. Some others have noticed this too, but I haven't done any statistical tests :)

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 7:55 am
by rrwfreak
I like the new aggro distance. I have to agree with those suggesting to make a carnivores aggro distance longer than that of a herbivore. In addition, gecker makes a good point on also tying distance to mob level. If I may expound on his suggestion, have herbivores loose interest 25 meters less than the carnivores.

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 8:00 am
by archerke
well it made my life in pr a lot easier tbh, as long as i have invul or speed i'm fine :)

but i do agree it aint logical

1/ carnivores like varnix/vorax are hunters, should follow u untill dead
2/ kipestas/kinchers are kitin workers so maybe have a restricted range to follow u

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 8:09 am
by rrwfreak
archerke wrote:well it made my life in pr a lot easier tbh, as long as i have invul or speed i'm fine :)

but i do agree it aint logical

1/ carnivores like varnix/vorax are hunters, should follow u untill dead
2/ kipestas/kinchers are kitin workers so maybe have a restricted range to follow u
Actually, although varinx, cuttlers, ocyx, gingos, torbaks and other carnivores should follow you a longer distance, they too will eventually give up the chase. In real live carnivores only chase their prey for a certain distance and then give up if they don't catch it to not expend unneccasary energy. Most carnivores are also ambush predators so they also just run out of that initial ambush burst of speed. Of course, the Ryzom universe doesn't have to behave like the real world either......if we or the devs don't want it to :)

Good point on the kinchers and kipestas. I haven't been in PR since the patch. How has this affectedt he kitin patrols btw ?

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 8:14 am
by archerke
rrwfreak wrote: Good point on the kinchers and kipestas. I haven't been in PR since the patch. How has this affectedt he kitin patrols btw ?
i shouldnt know mostly aint got the time to hit invul *grins*

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 1:25 pm
by systemv
I wish there was some real-time feedback with the devs as the most important question in regards to this would be "Do you have the ability to set different ranges on different types of mobs?"

We know supreme boss minions have a higher aggro range than normal so it does seem like the setting can be dynamically implemented but without knowing for sure from the devs all these suggestions may just fall on deaf ears.

At any rate, I like the idea of carnivores having a higher aggro follow range and the other one mentioned about scaling it per region. As it is now it's incredibly easy to get through the toughest spots with just speedup.

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 3:41 pm
by gecker
rrwfreak wrote:Good point on the kinchers and kipestas. I haven't been in PR since the patch. How has this affectedt he kitin patrols btw ?
Well I has the misfortune to run into a kitin patrol in Underspring. I hit speed-up before they started attacking and was able to outrun them. Granted the patrol chased me, but they did not get close enough at the start to actually hit me, so I don't know if I was just lucky or the game mechanics allowed me to get away. Given past experience with patrols, I would say the patrols also leave combat like all the other mobs.

Re: [feedback] [dev] Aggro distance

Posted: Tue Jun 07, 2005 6:16 pm
by rrwfreak
Aye. As I remember before on treks, those patrols would hunt your party down till every single one of ya was dead and face down in the dirt or till you at least went through the portal. It sounds like they are now affected too. I'll have to try and experiment with it whilest doing some exploring.

*gets ready for massive dp* :)

Re: [feedback] [dev] Aggro distance

Posted: Wed Jun 08, 2005 7:15 am
by dakhound
I love the new aggro range

Its given the game a new lease of life for me in terms of being able to explore. Its not too easy and I still managed to incur max DP while getting the TP for wastlands which was the case a previous, I just didnt feel like I was banging my head again a brick wall like before this changed. The deaths we're down to my stupidiy and lack of knowledge of the area.

In terms of hunters not being able to pull prey away..........get closer you powerlevellers hunting is ***supposed*** to be dangerous.

if they switched to a system where different mobs chased for longer distances it would be back to square one as the obvious mobs who chase for ages are the mobs that caused the hardship in the first place.

I beg you please do not change this, I've only recently come back to the game as I got sick of the lack of options in terms of exploring and the harsh "one aggro sees you and your dead" rule