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Old 10-31-2019, 12:52 PM
Nirgon Nirgon is offline
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Default Mob fleeing - probably a bug

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.
  #2  
Old 10-31-2019, 12:57 PM
bum3 bum3 is offline
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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.
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Old 10-31-2019, 01:43 PM
Nirgon Nirgon is offline
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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.
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Old 10-31-2019, 02:03 PM
cd288 cd288 is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
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
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Old 10-31-2019, 02:07 PM
Jeni Jeni is offline
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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.
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Old 10-31-2019, 02:17 PM
Nirgon Nirgon is offline
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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.
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Old 10-31-2019, 02:30 PM
Dolalin Dolalin is offline
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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
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Old 10-31-2019, 02:38 PM
Tecmos Deception Tecmos Deception is offline
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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.
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Old 10-31-2019, 02:45 PM
Bazia Bazia is offline
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Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
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
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Old 10-31-2019, 02:46 PM
quido quido is offline
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Quote:
Originally Posted by Jeni [You must be logged in to view images. Log in or Register.]
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.
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