[feedback] [dev] Aggro distance

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Xavier Antoviaque
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[feedback] [dev] Aggro distance

Post by Xavier Antoviaque »

Hello,

Feel free to comment on this feature :
Aggro Distance: Before Patch 71, if a creature aggro'd a player (the distance a mob will follow you before disengaging combat), it would follow that player forever or until it or the player died. This would often result in players being unable to escape a risky encounter to heal or rest.

In patch 71, we reduced the aggro distance from "forever" to a much shorter range. However, we're now getting reports from players that the aggro range is far too short and it is now very hard to use any strategy to pull creatures in some cases. As a tuning move, the aggro range limit will be increased.

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).
The first one is relative to the place you last hit the mob; the second one to the place the mob was on your first attack. If you go out of one of the two ranges, the mob disengages you.

We are currently running additional tests to choose the new range more precisely, and are looking forward for your comments.
Any thoughts, positive or negative feedback are welcome !

--
Xavier
(aka the feedback poster bot :-) )
Last edited by Xavier Antoviaque on Mon Jun 06, 2005 6:15 pm, edited 1 time in total.
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helbreat
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Re: [feedback] [dev] Aggro distance

Post by helbreat »

i think this change was great and should stay using luring tacticts shouldnt be allowed its an exploit of stupid AI :)

Aen is now very hard and people cant lame some shiny new armours from her thats why they are complaining its too short ;)
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basicart
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Re: [feedback] [dev] Aggro distance

Post by basicart »

I dont like it, makes it to easy to get places all ya need it a Mount
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iphdrunk
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Re: [feedback] [dev] Aggro distance

Post by iphdrunk »

There are 2 issues: short distances make exploring and traveling easier (e.g. PR) and way harder to kill bosses (and viceversa)

The 50 m distance as it is now has been perceived to be (at least in my opinion) a bit too easy. I'd say 100 m can be a good call, in my opinion, I would settle for a distance that can be gained by a fleeing player with average speed (2-3) in less than the duration of an average melee protection aura (eg. MP 3)


Anissa
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helbreat
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Re: [feedback] [dev] Aggro distance

Post by helbreat »

basicart wrote:I dont like it, makes it to easy to get places all ya need it a Mount
without it mounts are pretty usless when you encounter a kincher ;)


the distance it is now imho is perfect you dont see a lion chasing its prey for miles.... if it chases something and it cant catch it then it will move to the closests thing and the mobs do that now if we get agro and we run the mob will move to the next team player or nearest herbivore
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sehracii
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Re: [feedback] [dev] Aggro distance

Post by sehracii »

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
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micrix
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Re: [feedback] [dev] Aggro distance

Post by micrix »

Xavier Antoviaque wrote:Hello,

Feel free to comment on this feature :



Any thoughts, positive or negative feedback is welcome !

--
Xavier
(aka the feedback poster bot :-) )
Its good how it is. But is this connected to the "turbo attacks" of mobs ?
It is not good that the mob can change focus 10 times a second and hits everytime he changes focus ! The timer within seems broken.
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katriell
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Re: [feedback] [dev] Aggro distance

Post by katriell »

Please keep in mind that not everyone is a high level player with 3k+ of HP. :)

I like the current range, and wouldn't mind terribly if it was increased, except on Ragus/Gingo/Torbak...yesterday I was low on HP and ran from Green Seed camp to Yrkanis with 5+ dogs nipping at my heels...

A mount should be sufficient to get through dangerous areas. And it isn't that hard to Taunt a creature twice if it loses interest...
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mmatto
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Re: [feedback] [dev] Aggro distance

Post by mmatto »

Could it be that mob level and type (herbivore/carnivore/npc) affects these numbers?

Higher level mob would not let you go too easily:
- travelling trough high level zones should remain somewhat dangerous business
- you should be able to run away easily from mob using speed action that roughly equals mob level

Type should be something like:
- herbivores won't chase you too long and would like to return to their pack quite soon. Quite close to current implementation
- Carnivores should chase you bit longer. Maybe the new numbers.
- NPC should have some special intelligence to resist pulling, They might chase you longer than herbivore but should stay in group.
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mmatto
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Re: [feedback] [dev] Aggro distance

Post by mmatto »

katriell wrote: A mount should be sufficient to get through dangerous areas.
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.
katriell wrote: And it isn't that hard to Taunt a creature twice if it loses interest...
Actually, it is. Mob runs back quite fast and usually seems to ignore further taunts, if your taunt timer has recharged in first place.

But, I agree that lower level zones. Especially, 0-50 should not be as hard as they are now.
Mikos, Abyss Eye
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