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#181
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RTA mobs that have hate on someone else and run past you should only put you on their hate list if you are actively engaged with a mob they are social with, and only when that mob is also within their radius (they "see" you attacking it). If you are sitting on a wall afk and someone trains past you, you should only get agro if the mobs path back through you without a hate list after the training player dies, FDs, or zones. Likewise, if you have a mob rooted and another mob moves into its radius, that mob should only put you on its hate list if it is social with the mob you have rooted or if it is RTA and you are also within its aggro radius (normal aggro). I reported a similar issue a few days ago regarding Cazel assisting a rooted zombie in Oasis while I was several hundred units away, on the other side of the beach. That shouldn't happen, because Cazel shouldn't be social with zombies. | |||
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#182
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Do not forget Undead. Undead mobs should always switch aggro if ran by someone else that is KOS. Not sure how this works if they have developed hate.
I think certain mobs such as undead would attack whoever was the closest to them. If they had developed hate, I *believe* they would aggro that person. How proximity aggro used to work: Anyone that ran by a "KoS" mob would get added to aggro list. Not just the first person to gain social aggro or develop hate to the mob.(how it is on p99 currently) I remember this vividly in the Velious time frame. I used my friends necro(think it was level 9) with IVU/SoW/and Levi to train Spectres at the docks. I used to blame it on the higher level people in the zone. Was fun being a sadistic 15 year old. Once time I think I killed 20+ newbs. These were the days when you would have 40 people on the beach alone. | ||
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Last edited by Razdeline; 06-12-2013 at 07:17 PM..
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#183
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Right if it is social, should have amended my statement but I think they know what I mean.
If you have a skeleton that scowls and a guard that scowls runs past, the guard shouldn't grab you. If you have a guard rooted, and a guard of the same faction runs past, it should add you to its hate list. | ||
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#184
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#185
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#186
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#187
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#188
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There are only four ways a second player should get aggro on a KoS mob that's got a player on its hate list. The first is to do something deterimental to the mob or beneficial to the player on its hate list. The second is to get within melee range while the mob is rooted (or casting range and aggro range if the first player is outside casting range and the mob is capable of casting detrimental spells). The third is to be within aggro range when the first player dies, zones, or FDs. The final way is if the mob only has proximity aggro on the first player and the second player is engaged with a second mob that is social with the first mob. Some mob types (undead, for example) prioritize assisting their friends over chasing someone who they only aggro'd because of proximity. The reason those spectres aggro'd people at the docks instead of continuing to chase your asshole necro was because someone was engaged with a zombie or skeleton or hit one of them with an AoE (bard song, most likely). | |||
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Last edited by Kiwaukee; 06-12-2013 at 07:45 PM..
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#189
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Where is the sweet info regarding things like racial hide found? It doesn't make sense that racial hide doesn't work versus undead, when rogue hide does. I don't remember from live because I never used hide back then.
Just wanna see what other harmful changes are going to be implemented way late game here =/ | ||
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#190
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Unfortunately not everything that worked a certain way or another is logged :/.
But I know my dark elf hide would hide me from players (occasionally, more like rarely) whereas the rogue version worked very consistently and at a certain point let them sneak around vs some of the mobs in plane of hate. | ||
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