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#11
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Sounds like there was some sort of fixed size array in there somewhere, and Verant had some hacks.
Personally this is one of those "this is just retarded" things but I doubt Nilbog will see it that way [You must be logged in to view images. Log in or Register.]
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#12
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I remember a couple years ago (sometime in 2011) when Shaere brought this up and got laughed at. Now everyone seems to take it serious all this time later, interesting. Not knowing the thread OP referenced, maybe it was the same one from back then. Still this trend of not reporting things or taking them serious until after it has long been exploited or abused is getting ridiculous.
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#13
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#14
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So when 6 mages would kill Dain by chain casting air pets..
However, and this currently works on p99 as far as I know, npcs choosing to attack npc targets is limited. Take Highpass Hold for example.. when the orcs choose to jihad against the Highkeep entrance, they leave in a pack of 10+. Along the way, Highpass Citizens fight them. If one or more of those orcs passes a citizen already engaged with X amount of npcs, it will bypass them and keep going. Thought it was worth mentioning. | ||
#15
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I recall that thread a while back. I... think(?) I argued for it, it's something I definitely recalled once I read it.
Basically, only 4 mobs could engage at a time on one given target period. It was actually used as a tactic if you got 4 low level mobs attacking someone and 1 or more harder mobs, they would just sit there helpless to actually attack. On live it was hard to pull off (maybe we just sucked). Same applied for pets, if there were 4 pets on an npc and you sent your pet, he'd just stand there near the mob, I think they sort of alternated which 4 were attacking, but I'm not positive. Nilbog: I'm pretty sure that what you mentioned is a bit different. NPCs wouldn't goto the second on the hatelist/ignore the target if there were too many npcs already attacking, they'd just stand there waiting for a turn to attack. | ||
Last edited by koros; 06-26-2013 at 06:06 PM..
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#16
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Also... this would be rife with manipulation if actually implemented, something to consider. Imagine a raid boss twiddling his thumbs at the MT while 4 level 45 mobs swing at them.
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#17
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In your example, the boss would go to whoever is next on the aggro list and start eating the raid.
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Xasten <The Mystical Order>
Frieza <Stasis> 1999-2003 Prexus "I am the way, the truth, and the life: no man cometh unto the Father, but by me." JOHN 14:6 | |||
#18
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I wanted to add this to the recollection, and make it a bit more complex.
The 4 mob limit was per player on aggro list. Thus if 6 gob had 6 players on their aggro list all 6 could hit any PC they chose up to and including all 6 on one PC. So, when you trained out of Guk, if you were solo, you wouldn't have a bad one. But if a whole group bailed, shared aggro, you could have a 30 frog train of doom beating the crap out of everyone. Hence, you could pull more than 4 mobs to your group and have all of them in camp, not just 4. Soon as one added aggro to another PC, another frog could shift in. Healer casts a heal, ench stuns/mezzes, etc.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#19
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I remember this and it was still live well into Luclin. As an enchanter (which I didnt roll until after Luclin launched), I would chain pull for my dungeon groups. If I pulled more than 4, the additional mobs would run away from the group until another player was on their hate list. One of the reasons I remember this is because I was discussing it with a group mate. He thought I was crazy when I told him it was limited to 4, so I purposely pulled 6 and told nobody to assist me. I brought them all back to our camp and showed him. Lo and behold only 4 attacked me while the other 2 ran off... as if they were low HP. It was real apparent because as soon as I would mez one, the runners would come back. Once the 5th mob got into melee range, with the 3 active and 1 mezzed mob, the 6th would run away. With a group, it wouldn't last all that long with heals, etc, but it was real apparent on the pull.
I can see how many players may not have experienced this, especially if grouping with a monk who splits pulls. | ||
#20
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You guys are exactly right, forgot about all that
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