#31
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I personally believe the Kunark npcs losing aggro was due to pathing. It seemed some npcs were harder to keep on you than others.. like kunark giants iirc. I do not believe this phenomenon took place in classic, and I also don't remember it in Velious.
Obviously evidence of some type would be good. All we have now is anecdotal evidence. One example that comes to mind is Trakanon the dragon. If you were to aggro him in his lair, and get banished (Trakanon's Touch) .. he would summon you back. With a base lose aggro by distance, this wouldn't happen would it? [You must be logged in to view images. Log in or Register.] | ||
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#32
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Maybe since mobs didn't really lose aggro they just stopped chasing was the reason why mobs that could summon would summon, and why sending pets would still cause the pet to run towards the player. Can mage/necro pets be sent on mobs halfway across the zone? | |||
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#33
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#34
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Definitely used have issues with this in Kunark outdoor zones, pulling in Dreadlands, BW, and Skyfire in particular. You would just build up a certain separation and they'd stop following. It didn't have to be THAT large a gap either. I mean mobs would still be on the edge of your visual radius and they'd stop. They'd still be aggro on you though and when you got back within a certain range they'd go after you again.
But yeah, very anecdotal. Not really something one should even spend time trying to replicate. It was more just a little annoyance than anything else. Yeah, I think some NPC's were easier to lose than others, but that might have simply been due to run speed. I remember wurms being the worst in this regard (being the easiest to lose) and they do move slower than most other NPC's yah? | ||
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#35
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__________________
Zeelot <TMO>
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#36
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Exactly. Mobs that have the ability to summon would not be bothered by this distance cap because you're still on the hate list and in range of their ability (summon). You don't have to get closer. | |||
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