[feedback] [dev] Aggro distance

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toneh
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Re: [feedback] [dev] Aggro distance

Post by toneh »

Skill in this game? did I miss summat?

But as to the topic, I think its fine now, although a little annoyiung when they wonder off, when you meleeing
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mmatto
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Re: [feedback] [dev] Aggro distance

Post by mmatto »

toneh wrote:Skill in this game? did I miss summat?
I think so, maybe a quite big part of the game :/
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toneh
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Re: [feedback] [dev] Aggro distance

Post by toneh »

mmatto wrote:I think so, maybe a quite big part of the game :/

OK, OK, I admit, i didnt include the social engineering aspect, which I quite enjoy.
sidusar
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Re: [feedback] [dev] Aggro distance

Post by sidusar »

rushin wrote:I don't think it was too difficult to explore before
That's a personal experience that's different for everyone, I'd say. In my experience it wasn't that much too difficult before. Yes, it was difficult, and you'd usually get max DP. But I enjoyed the challenge, enjoyed finally reaching a place after a dozen failed attempts. And I liked that some places were simply impossible to reach, there should be such places in my opinion. I can imagine that someone else might find the same situation frustrating though.

As it is now, the challenge in exploring is just gone. Pre-patch, I had made max DP trying to reach the Firebrands camp in Wastelands and never succeeded. Now I made it there the first try, also took a stroll around Demon's Lap and got lost in the tunnel system. I even ran right through a patrol only using invulnerability. No problems whatsoever, until I became careless and went taking pictures and was fried by a kipesta from behind.
Yes, I still had to be carefull around there, it wasn't just a walk in the park. But I still made it in one try, through one of the most dangerous areas in the world. So in all areas that weren't (nearly) impossible to sneak through pre-patch, I can pretty much roam around like I'm invincible now.
dakhound wrote:I got sick of the harsh "one aggro sees you and your dead" rule
I agree this was too harsh, I was one of those that pleaded for a system where aggro give up chase after a certain distance. But I do think 50 meter is way too short a distance. I want to have a chance to escape after being seen, not a certainty that I will.
dakhound wrote:Its like the whole game is based around the "safe" regions
Again, it's personal preference whether or not you have a problem with that. I don't. I think it's exactly how it should be. It wouldn't make much sense for the whole world to be one huge safe area. Some areas should be populated and some should be wilderness.
Plus I doubt the aggro range will affect this much. Homins gather around altars, spawn points and region borders because those places are easy to reach, around lakes, tribe camps and towns because it gives them a safe place to go afk. And I'd always prefer foraging an abandoned resource field over one with torbaks on it anyway, whether those torbaks chase me 50 or 500 meters.
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dakhound
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Re: [feedback] [dev] Aggro distance

Post by dakhound »

sidusar wrote:Again, it's personal preference whether or not you have a problem with that. I don't. I think it's exactly how it should be. It wouldn't make much sense for the whole world to be one huge safe area. Some areas should be populated and some should be wilderness.
fair comment

the whole world isnt safe even with this rule though. It does however mean people can now reach other places then the kami alters and the thesos fields and spend time there. pre patch I wouldnt have bothered going to certain places and seeing certain things as there wasnt much point. a good example of this is charting the tunnel systems in the scorced corridor, prepatch it was a dumb thing to do as they are mostly empty and guarded by extreme amounts of nadty aggro. you wouldnt wanna get that max DP for nothing like that, now I can take a pretty tidy DP hit and see them places

like I said before we each have our preferences but as I primarily digger/explorer who's melee lvl is only 130ish (hence pretty low HP) its still a challenge for me. so heres me being selfish
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pr0ger
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Re: [feedback] [dev] Aggro distance

Post by pr0ger »

... *skips all the pages* :p
Xavier Antoviaque wrote:Be also aware that there are two aggro range limits :

* The first one is the distance you have to run before the mob disengages you *if you don't keep attacking it* (currently 50 meters; the new, increased, range will be between 100 and 200 meters).
* The second one, larger, is the distance you need to run before the mob disengages you *if you keep attacking it while running away* (currently 100 meters; the new, increased, range will be between 150 and 250 meters).

feedback : just add a randomizer about the runaway range ! from 50 meter to ~350 meters, so all trips will still have a part of stress when you starts to be chased ! ("will it leave me alone or am i doomed ?" ...)


question : What is the "keep attacking" ? does "taunting" is a keep attacks behavior ?


observation : why when i attack herbi, all its "social" friends attack me, but when an aggro mob attack an herbi mob, all the herbi runaways ?
would be funnieh if you attack (or use a special stanza...) an herbi and all run away from you :)
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magick1
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Re: [feedback] [dev] Aggro distance

Post by magick1 »

pr0ger wrote:observation : why when i attack herbi, all its "social" friends attack me, but when an aggro mob attack an herbi mob, all the herbi runaways ?
would be funnieh if you attack (or use a special stanza...) an herbi and all run away from you :)
Makes sense to me, the predators are considered more dangerously than homins (who not always attack them, you see).
It would be interesting to know if they (the dev) have thought about makeing some mobs go 'social' on predators. :)
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sidusar
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Re: [feedback] [dev] Aggro distance

Post by sidusar »

dakhound wrote:pre patch I wouldnt have bothered going to certain places and seeing certain things as there wasnt much point. a good example of this is charting the tunnel systems in the scorced corridor, prepatch it was a dumb thing to do as they are mostly empty and guarded by extreme amounts of nadty aggro. you wouldnt wanna get that max DP for nothing like that, now I can take a pretty tidy DP hit and see them places
I see where you're coming from. Pre-patch I never would've bothered to explore the maze in southern Upper Bog, it was just impossible to get through the aggro-packed corridors. But then, post-patch I made it through all the way from one side to the other without a single death (which felt so boring I kamikazed myself onto the last group of cuttlers).
I don't want it to go back to how it was pre-patch, that was definitely too difficult. But I think predators giving up after 50 meters is the other opposite. 100 to 150 meters would be a fair compromise in my opinion, that way you can still use speedup to escape mostly everything.
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rushin
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Re: [feedback] [dev] Aggro distance

Post by rushin »

spent a bit of time running screaming from mobs after patch, aggro distance seems pretty good now... well the kincher that ate me on the last attempt seemed to like it :D
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dakhound
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Re: [feedback] [dev] Aggro distance

Post by dakhound »

rushin wrote:spent a bit of time running screaming from mobs after patch, aggro distance seems pretty good now... well the kincher that ate me on the last attempt seemed to like it :D
spent last night running through the abyss after completely forgetting that the mob behaviour had been changed. Trying to rescue my packer that was stood in the middle of a kitin patrol surrounded by vorax was certainly .......errm fun. here's to 7 figure DP's again ;)

the rule isnt too bad tbh and what I was doing was a little stupid by anyones estimation.

I'm going to say the new mob behaviour is ok but only if they change the magical teleporting kincher behaviour, i.e looks at radar nothing for 150m......*bang* dead..........kincher appears on top of my body 5 seconds later.

aaahh the joys of working off DP
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