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#1
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![]() Skeletons, mummies and zombies do not transfer on to attack a player if trained. Same with specters. This is a classic game mechanic.
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#2
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![]() I completely agree with this. The mechanics of it need to be worded very specifically though, to ensure it's developed correctly.
This is an excerpt from a developer thread where I tried to explain this. Quote:
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#3
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![]() Wasn't this true for all aggro mobs?
IE, the mob is gaining aggro, no matter what, as it is trained. Therefore if a Sand Giant runs past a group of players, it will gain proximity aggro on *each* of those players. If they run away, they still have the same level of proximity aggro once all of the other SGs victims die. It also means that whoever has the most aggro at the time gets whacked...which you guys already know more about the numbers for proximity/sitting aggro. So a SG wouldn't immediately peel off the trainer if the trainer did more damage than proximity aggro can generate... Until the trainer zones/dies... This only comes from memory, mostly in Blackburrow. When a gnoll would be trained by a group you'd have to log out because once the trainer dies, those gnolls were coming from you. Maybe this is a mis-remember, as I do not even know how you would find proof of a basic game mechanic... But if it really is as simple as proximity aggro always accumulates, it should be relatively easy to code since proximity aggro is already a thing.
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Muteki - 57 Bard
Alva - 53 Monk Kallon - 58 Shaman | ||
#4
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![]() I don't know if you already have enough information, but the following breakdown seems appropriate:
(random numbers assigned for purposes of demonstration) Proximity Aggro = 5 points Three players present along path. 1. Player 1 aggroes Mob. Player 1 now has 5 aggro. 2. Player 1 is out of "frenzy/proximity" aggro range. Player 1 now has 1 aggro. 3. Player 1 runs for his/her life. Along the way, player 2 gets within melee/frenzy range of mob (the range that is currently used for a PC to gain aggro from a pet). Player 1 still has 1 aggro, player two now has 5 aggro. 4. Player 2 runs for his/her life, getting out of aggro range. Player 2 now has 1 aggro, and Player 1 now has 1 aggro. This is where i think the mechanic gets fuzzy. Should Player 2 still be "above" Player 1 on the aggro list? I believe so...which leads to Player 3. 5. Player 3 is along the retreat of Player 2. Player 3 is within Frenzy range of the mob and gains 5 aggro, and is now getting whacked. Player 3 dies from this. 6. Player 2 is still at the top of the hate list, so goes after Player 2. 7. Player 2 zones. Player 1 is only player with aggro, and Mob now chases after Player 1. 8. Mob gets within frenzy/aggro range of Player 1. Player 1 now has 5 aggro. 9. Player 1 zones. Mob now has a clear hate list. ===== If my assumption about Player 2 staying at the top of the hate list if both Player 1 and Player 2 are out of Melee/Frenzy range is incorrect, then just switch "Player 2" and "Player 1" from step 5 on. I don't know if this seems clear enough, but this is how I remember it going down, and seems to be what you guys are describing. If I'm wrong/unclear on some point, feel free to correct. This is a mechanic that would change pretty much half the game, and if done incorrectly could cause a lot of grief.
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Muteki - 57 Bard
Alva - 53 Monk Kallon - 58 Shaman | ||
#5
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![]() Good posts. I remember undeads doing this on live aswell. ( it was awesome ^-^ )
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#6
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![]() Quote:
Case in point: Fancy the bard. You think he really zoned those giants to cause grief on sullon zek? no he just proxy aggro'ed them and ran over people to get them killed. I'm also a firm believer that if you ran stuff over a group, even if they didnt engage anything, mob would add them to their proximity aggro list and come back for them if the guy with more than 1 hate would zone. | |||
#7
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![]() Glad someone pointed this out, I remember the skeleton trains @ newbie log in nektulos, some good times.
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Checkraise Dragonslayer <Retired>
"My armor color matches my playstyle" | ||
#8
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![]() Quote:
This would make things interesting and I believe is the correct classic mechanic. | |||
#9
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![]() This seems to be working now! Atleast to the point that it allows Bards to charm kite.
The last adjustments would be that Charmed mobs aren't being automatically added to proximity aggro, and currently aggro only registers every 3-6 seconds (or so it seems). The latter probably can't be fixed. But the former, even though I don't have proof other than "that's how charm kiting for bards worked on live according to these message boards," feels correct anyway.
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Muteki - 57 Bard
Alva - 53 Monk Kallon - 58 Shaman | ||
#10
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![]() whats the deal on this? nizzarr is 100% correct here
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