View Full Version : NPC Spawn Issue: Guard Assist
Loli Pops
03-07-2013, 09:23 PM
Guard assist not functioning at Felwithe Guards in Greater Faydark. (high elf entrance to felwithe)
A wood elf attacked a wood elf and guard assist did not occur.
nilbog
03-09-2013, 12:41 PM
These npcs are set to guard assist..
Is this happening anywhere else?
Cwall 60.0
03-09-2013, 01:26 PM
guards in firiona vie don't assist on anything that doesn't directly do damage
i was fighting someone and was able to chant them down on my bard(DoTs) without them aggroing, even when the guy was standing directly on top of them and so was i
but the moment i tried to melee him the guards attacked me
nilbog
03-09-2013, 01:33 PM
k, that's another issue entirely.
Should dot ticks aggro the guards ? Currently, it's direct target->target, and not over time, I would think. Remember this entire system was fabricated, so there's often specifics which may need updating.
iirc, on RZ, if you were really far away, you could bolt people by guards, and the guards would not come after you. This would suggest some type of distance check. How about dots though?
Loli Pops
03-09-2013, 01:38 PM
Wood elf vs Wood elf (felwithe ent) was Spell damage & DoT. Melee did not occur. Guards did not assist either party.
Cwall 60.0
03-09-2013, 01:47 PM
i imagine DoTs should if it was cast on you while in vicinity of the guards
roots(without damage component), snares, mezzes were all cast on the player by firiona vie guards too, no aggro
Nizzarr
03-09-2013, 02:44 PM
Imo, need faction check -- make people work on their faction. Also anything detrimental should trigger faction check/guard assist. Its ridiculous that necromancer/bards can dot the hell out of melees and melees cant do anything back.
Jenni D
03-09-2013, 02:58 PM
hehe i was attacked by a druid named Taama like three weeks ago at kaladim guards and they didnt assist. this was dots and nukes. he fled in the end when i realised the guards were broken and i had to actually defend myself.
nilbog
03-09-2013, 03:01 PM
Imo, need faction check -- make people work on their faction.
I agree, because it's classic. Would require substantially more work, so before that occurs, it is beneficial to have absolutes.
If pvp guard assist is initiated, guard should assist who has higher faction with npc's primary faction.
example specifics:
Player 1 and Player 2.
Location: Gates of North Qeynos.
NPC: Guard Gehnus.
Primary faction - GuardsofQeynos
Player 1 - Amiable GuardsofQeynos
Player 2 - Warmly GuardsofQeynos
action:
Player 2 attacks player 1 within range of Guard Gehnus. Guard Gehnus kills Player 1 because Player 2's GuardsofQeynos standing is higher. (Current code is the opposite of this. It would protect player 1, because player 2 attacked first.)
Are there any caveats to this? Does anyone disagree with me? I recall something about if both players are low enough faction, the guard would assist neither party.
Nizzarr
03-09-2013, 04:01 PM
I believe(from reading some other RZ thread) anything under apprehensive(IE: Dubious and below), no help would be given at all.
It has to be anything detrimental, from dispels to nukes to dots to melee attack and ranged attacks.
http://www.topofarmer.com/wp-content/uploads/2012/07/im-ok-with-this.jpg
Jigga
03-09-2013, 04:32 PM
On live dispell was actualy considered a beneficial spell in regards to casting on PC's If you dispelled people with aggro you would get aggro after they died/zoned
Num1RecommendedByDentists
03-09-2013, 04:44 PM
I agree, because it's classic. Would require substantially more work, so before that occurs, it is beneficial to have absolutes.
If pvp guard assist is initiated, guard should assist who has higher faction with npc's primary faction.
example specifics:
Player 1 and Player 2.
Location: Gates of North Qeynos.
NPC: Guard Gehnus.
Primary faction - GuardsofQeynos
Player 1 - Amiable GuardsofQeynos
Player 2 - Warmly GuardsofQeynos
action:
Player 2 attacks player 1 within range of Guard Gehnus. Guard Gehnus kills Player 1 because Player 2's GuardsofQeynos standing is higher. (Current code is the opposite of this. It would protect player 1, because player 2 attacked first.)
Are there any caveats to this? Does anyone disagree with me? I recall something about if both players are low enough faction, the guard would assist neither party.
this sounds right to me
any detrimental spells should cause aggro
Littlegyno 9.0
06-04-2013, 06:24 PM
I agree, because it's classic. Would require substantially more work, so before that occurs, it is beneficial to have absolutes.
If pvp guard assist is initiated, guard should assist who has higher faction with npc's primary faction.
example specifics:
Player 1 and Player 2.
Location: Gates of North Qeynos.
NPC: Guard Gehnus.
Primary faction - GuardsofQeynos
Player 1 - Amiable GuardsofQeynos
Player 2 - Warmly GuardsofQeynos
action:
Player 2 attacks player 1 within range of Guard Gehnus. Guard Gehnus kills Player 1 because Player 2's GuardsofQeynos standing is higher. (Current code is the opposite of this. It would protect player 1, because player 2 attacked first.)
Are there any caveats to this? Does anyone disagree with me? I recall something about if both players are low enough faction, the guard would assist neither party.
This needs to be brought up again. Velious is around the corner and faction plays a huge role in Velious PVP. Whichever player with the highest faction should be protected from attack by a player with lower faction.
For instance, if I am Ally with Claws of Veeshan, I should be able to sit in West TOV by my dragon pals and if somebody attacked me with less than Ally faction, they would agro a mob, if the mob was in assist range.
We need more input here. It has to be changed before Velious.
Littlegyno 9.0
06-06-2013, 07:11 PM
Bump, can anyone find any information about this? I've scoured message boards and different websites but can't find any definitive information.
freez
06-06-2013, 09:11 PM
I believe(from reading some other RZ thread) anything under apprehensive(IE: Dubious and below), no help would be given at all.
It has to be anything detrimental, from dispels to nukes to dots to melee attack and ranged attacks.
http://www.topofarmer.com/wp-content/uploads/2012/07/im-ok-with-this.jpg
dispells are not detrimental, they are flagged beneficial.
Nirgon
06-06-2013, 11:05 PM
Nizzarr, post that quote and link.
I remember dubious or even low dubious having this effect.
But I also remember a buddy PK trying to bank gank someone wearing ... something valuable and this distinct quote comes to mind.
"I almost had it... but the guards got him" which matches Nilbog's post from earlier stating that you could hit someone and the guards would just beat the shit out of them.
I also remember coming over the bridge in Neriak and my buddy's necro attacking my friend's dad shaman and getting lit up by the guards also.
Bump, can anyone find any information about this? I've scoured message boards and different websites but can't find any definitive information.
Well ole pla, the doctor is in. Hopefully he will get an ear.
Gustoo
06-07-2013, 03:50 AM
Guards were aggressive. IIRC someone with ally faction could attack freely near guards. Everyone else attacking would be killed by guards. If guards saw someone getting hit near them, they killed the thing doing the hitting (or casting) just like they kill skeletons.
You had to stay out of aggro range of guards to attack players.
Mage pets would not pull aggro to mage until much later though, they were broken so mages would just send pet to kill a low HP guy by the guards and I'm not sure, but I think if the non mage actually defended himself and attacked the pet he would get killed by guards, not sure about that. Definitely if he attacked the mage he would die.
The way NPC's aggro PC's on red99 are insanely non classic and reallly would make the game horrible if there was enough low level population for anyone to notice. As it stands I could probably level to 50 without spending any time near more than 2 players or so, so its a non issue at least practically.
For server to thrive though, guards need to work right.
Nirgon
06-07-2013, 12:27 PM
Yeah I remember something like that with pets being sent on people being very retarded for a while
Nirgon
06-07-2013, 01:14 PM
http://www.project1999.org/forums/showthread.php?t=78740
Plays in with this.
NPCs should constantly be checking to see if something should be added to their hate list or not that is within range of them. It should also be inspecting other nearby NPC's hate lists.
My memory of having a charmed bat attack me in GFay causing the guards to attack me matches my post here and Nilbog's reminder to me of guards assisting players in killing others depending on faction.
It is starting to get real F'ing classic in here bros.
Faerie
06-07-2013, 05:00 PM
Didn't DoTs agro the guards in classic? I swear I remember trying to level up conjuration skill on my ranger by casting DoT on myself, and the guards killing me...
Littlegyno 9.0
06-10-2013, 02:14 PM
Bump.
kaos057
06-13-2013, 07:42 PM
I found the patch info for guard assist: http://www.tski.co.jp/baldio/patch/20011107.html
Nirgon
06-13-2013, 07:58 PM
Guards, when seeing PCs in combat, will now attack the one that they like the least (the one with the lowest appropriate faction). If all the PCs involved are highly regarded (have very high faction) the guards will allow them to resolve their own issues without interfering.
Guards should also refrain from attacking PCs that are attacked by pets of any sort.
Shit's classic.
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