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Old 09-04-2015, 01:58 AM
Gustoo Gustoo is offline
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Location: The side of Bristlebane
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Quote:
Originally Posted by Grimjaw [You must be logged in to view images. Log in or Register.]
If I read Nirgons and others posts correctly, they are claiming that gaurds should be assisting the attacker. But that was never the case on live. Guards should only be assisting the guy who gets assaulted, and only if he has the higher faction. To say that the guard should assist you just because you hit someone is incorrect. Maybe if he had a DS on then that would provoke the guards - only when the guy with lower faction attacks is when guards should aggro him, not when he gets attacked

This is correct.

On live a max ally person could attack me when I sat at the guards. If I attack him, the guards would kill me.

Pretty positive two max allies the guards just did nothing.

With normal faction, the person doing the attacking would be killed by the guards just as if the person attacking was a bat or fire beetle. The guards keep the peace and if you were a non ally breaking the peace, you would be slain.

Until around velious maybe mid kunark or so, a mage could send his pet in to attack me, and the pet would not aggro, and I would be sitting rooted at the guards. If I attacked the pet, I would be killed. The guards disregarded the actions of the pet and would not aggro the pet owner.

This was patched so that the guards would run towards the pet owner if the pet was attacking a player in range of the guards.

In cities, nuke spells never aggroed guards unless you cast such spell within a guard aggro range.

Max ally could attack other players without fear of repercussion from the ally guards, and the guards would rush to assist the ally if the ally was attacked within guard aggro range by a non ally.


Additional note: I have no idea how things worked in Velious zones, just normal city zones. Kelethin, Felwithe, Kaladim, Rivervale specifically.
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Last edited by Gustoo; 09-04-2015 at 02:00 AM..
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