#11
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Thanks for the insane amounts of work this must generate.
Please rest assured we are willing to wait as long as it takes til you feel its right. | ||
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#12
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how to patch
I cant find any info on how to patch the game
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#13
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#14
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love you.
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#15
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quick question.
Enchanter lvl 24: i pull with a slow, and my pet engages as soon as mob hits me. i can run from this mob for as long as i want, my pet will NEVER take agro off of me even if he's hitting him like crazy. is this the way it was intended to be adjusted to? i didnt play this far back in live so i've no clue. thanks for the patch though, devs! [You must be logged in to view images. Log in or Register.]
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#16
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Slow has the highest level of agro. The npcs are acting correctly.
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#17
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Not trying to complain - I totally appreciate all the work that everyone puts into this game to make it as classic as possible, just trying to clarify. | |||
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#18
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NPC Distance aggro, as in you can agro an NPC that is KOS by proximity? yes classic EQ definitely had that :P
not quite sure what it means though
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#19
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no as in when you run far enough away from an npc they stop chasing you but still have you on a hate list to where if you happen to get near them again they will start chasing you again.
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#20
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EQ did have distance aggro loss. Performing an action (like sitting, nuking, or debuffing) within melee range would put you higher on the hate list than the same action performed much further away (like at max cast distance). Being far from the mob effectively lowered your current amount of threat. Some mobs were more sensitive to this phenomenon than others. I don't envy the devs in trying to recreate the classic EQ aggro system. Aggro could be modified by distance, sitting/standing state, and probably several other things I'm forgetting. Some modifications seemed to be percentage based, or based on the HP of the mob, or sometimes just a flat amount. Those modifications differed by mob, by zone, and by expansion. It's just a big mess. | |||
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