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View Full Version : Mob fleeing - probably a bug


Nirgon
10-31-2019, 12:52 PM
I was able to sometimes make fleeing mobs come back after me when I sat down on live. Sometimes, not always.

I've never been able to make that happen here as sit aggro is probably too low.

bum3
10-31-2019, 12:57 PM
We had mobs ping pong between us over and over while sitting in a non pet class group. Seems ok to me. As a soloer in most of classic I never had a mob come back when low health fleeing unless it's hp came back above threshold.

Nirgon
10-31-2019, 01:43 PM
Fleeing mob should def chase again if you sit and its barely in flee range or so. Could use some others chiming in. Sit aggro seems very low.

Also - someone trained a sand giant over top of me when I was sitting (without hitting it) and it didnt transfer to me. I wish I was dead at that time but lived.

Feel free to only make these changes on green if blue can't handle them.

cd288
10-31-2019, 02:03 PM
Fleeing mob should def chase again if you sit and its barely in flee range or so. Could use some others chiming in. Sit aggro seems very low.

Also - someone trained a sand giant over top of me when I was sitting (without hitting it) and it didnt transfer to me. I wish I was dead at that time but lived.

Feel free to only make these changes on green if blue can't handle them.

Back in the day I don't recall a train transferring immediately to a non group member if they were sitting and you ran by them

Jeni
10-31-2019, 02:07 PM
I’ve also noticed mobs sometimes repeatedly screen dragging when fleeing (maybe related to Z axis change? Noticed this mostly on sand dunes with the spiders.). Luckily copious amounts of experience from red has taunt me to notice it pretty quickly.

Nirgon
10-31-2019, 02:17 PM
Fansy definitely body aggro'd people and pulled SGs over them.

NPCs should do an occasional check to see if they should players within radius to their aggro list.

Undead for the most part should not care about aggro gained and simply transfer to a person if kited over top of them. It gives the immersion that they are mindless, aggressive beings. I had to be very careful on live when I killed specs to not get newbies killed.

Dolalin
10-31-2019, 02:30 PM
Torven covers a lot of this here in this thread. I know Haynar is coding it up slowly for P99.

http://www.eqemulator.org/forums/showthread.php?t=39819

Tecmos Deception
10-31-2019, 02:38 PM
On a somewhat related note, green has leashing/lazy aggro. Isn't that supposed to be kunark+ only?

It's a LONG leash, but it's there. Tried running one of those good-race hunters in innothule from uguk all the way to grobb and she deaggrod and started getting 5% heal ticks before she got all the way there, and when I came back into range several minutes later she didn't reaggro until I attacked her again.

Bazia
10-31-2019, 02:45 PM
On a somewhat related note, green has leashing/lazy aggro. Isn't that supposed to be kunark+ only?

It's a LONG leash, but it's there. Tried running one of those good-race hunters in innothule from uguk all the way to grobb and she deaggrod and started getting 5% heal ticks before she got all the way there, and when I came back into range several minutes later she didn't reaggro until I attacked her again.

I was taking a bunch of tundra mammoths to the BB ZL in everfrost but they all eventually stopped chasing, so I can back this up

quido
10-31-2019, 02:46 PM
I’ve also noticed mobs sometimes repeatedly screen dragging when fleeing (maybe related to Z axis change? Noticed this mostly on sand dunes with the spiders.). Luckily copious amounts of experience from red has taunt me to notice it pretty quickly.

This is a mismatch between actual mob movement and predicted movement when showing computed heading/speed. This started happening years ago about the time they made mobs actually rotate to change direction.

Khorza
10-31-2019, 03:08 PM
Aggro in general has felt really wonky on Green. There's no low health aggro at all, plus the stuff mentioned above. I can't seem to proximity-aggro undead like I could back in the day on Blue; they seem to just attack based on the threat table like any other mob.

Sit aggro feels really strong in groups so I haven't necessarily noticed anything off about that. I've seen mobs beeline for the Cleric as soon as he sits down, although distance between the player and the mob is definitely a factor.

We used to aggro ping pong mobs like Brother Qwinn way back in the day on Blue. It was the only way they could be killed for awhile. Haven't really tested that specifically on Green yet.

If you have limited threat on some mobs and run it over top of someone that's sitting, the sit aggro should generally trump the initial person's threat and transfer the mobs to the sitting guy. I'm pretty sure that it's possible for the person with initial aggro to have enough threat that it won't peel to anyone sitting, of course. Level should be a factor in this as well. Low levels are more likely to draw aggro. Undead should always peel off regardless of the initial person's amount of threat.

Tecmos Deception
10-31-2019, 03:12 PM
Nirgon, is it possible that the mob that you mention was barely low enough health to flee simply caught a tick of regen and reaggrod, coincidentally, as you sat?

I really don't remember this mechanic one way or the other.

Nirgon
10-31-2019, 03:22 PM
Maybe my simple size is low like the mobs double attacking me almost every time which has subsided

Low hp, sitting and social aggro mighta just not been ported to the green code

Feel better knowing Haynar on the case

bum3
10-31-2019, 03:30 PM
No one mentioning crocs being kos but never agro.

quido
10-31-2019, 03:35 PM
No one mentioning crocs being kos but never agro.

Lots of mobs in EQ are like this. Scarecrows in WK etc

bum3
10-31-2019, 03:36 PM
Lots of mobs in EQ are like this. Scarecrows in WK etc

Shhh.. i died to a scarecrow agroing me last night as a DE. Stop bringing up bad memories.

Jibartik
10-31-2019, 04:03 PM
I was able to sometimes make fleeing mobs come back after me when I sat down on live. Sometimes, not always.

I've never been able to make that happen here as sit aggro is probably too low.

I feel like yeah sitting like, always made them come back that is an old memory but just a memory for me.

Trying to ping pong a fleeing mob in a tight space for some reason sounds familiar to me.

bum3
10-31-2019, 04:15 PM
That would be hella annoying as a soloing dot class if the fleeing mob wouldn't let you med.

Valion
10-31-2019, 04:59 PM
Your just lucky I got smashed to a pulp yesterday in oasis when someone agroed a SG and brought it near the water.

cd288
10-31-2019, 05:38 PM
No one mentioning crocs being kos but never agro.

That's been in the game since day 1 of EQ

Donkey Hotay
10-31-2019, 07:23 PM
No one mentioning crocs being kos but never agro.

That's been in the game since day 1 of EQ

This is thirdhand but I read awhile back that this change was from EQ beta and the considers were never corrected.

On a tangent, shouldn't any group member in range take aggro over a group pet? I've noticed several times where my animation will hold aggro over my duo partner when both are whacking it. I'm not sure if I've just gotten my WoW mechanics mixed up with EQ or what.

Nirgon
11-01-2019, 02:51 PM
Consensus is that social aggro doesn't work then.

Make bug thread? Think so.