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#1
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Thx Ele.
Sometimes I wonder though what should qualify as obvious and not needing proof. | ||
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#2
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Yes they are. The aggro ranges are just drastically reduced due to level difference. Can't speak to the rest.
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#3
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I can 100% confirm that as of last night the AC PH does wander, but upon spawning the PH / AC does hang out at the spawn point for awhile before pathing away. The PH also will eventually wander back to the spawn point and hang out for awhile before moving on again. I would say a bigger issue is the PH and other mobs walking into the dunes / under the world, making them unable to be hit.
Also, you say the AC spawned during the day. Do you have an exact spawn time or was it just light outside?
__________________
Vanzan Somethingwitty - Freelance Phantasmist on R99
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#4
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I shoulda did a /time on it, but I would be happy to share with the interested dev which character that ancient ring is on right now. They might be able to trace that.
I've come out there a few times with no one in the zone at all and I just see the mob sitting there. Same with the terrorantula. I came back after a few hours to find it still in the same spot. As far as sitting.. I don't think level should increasingly shrink that aggro range up until 60. There should be a minimum distance that a mob will attack a sitting player. To be sure, I didn't go RIGHT UNDERNEATH the puma and sit, but it hopped (I guess that's the verb for how the puma moves? prowled?) by well within the aggro range of what I recall on live and no attack. For instance, I'd be sitting on the North Ro portal on my wizard and a god damned Puma or Coyote would always attack. Wizard epic 1hb skills would put him down. | ||
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#5
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The outdoor cycle npcs need to be rewritten tbh. That includes quillmane, sro AC, and pyzjn. When they were initially created, we didn't have all the functions we now have.
Quote:
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#6
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Quote:
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#7
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Quote:
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#8
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Sounds classic pal, thanks
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#9
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I think scowl/threatening were different distances on live.
I would attribute sit aggro to threatening distance. | ||
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#10
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Can't test it, and wasn't important as some more clearly remembered bits like non-rogue hide being useless vs. undead, so not confident enough of this to try to argue further. v0v Happy about a lot of the pending changes, go go good team!
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