Project 1999

Project 1999 (/forums/index.php)
-   Bugs (/forums/forumdisplay.php?f=6)
-   -   Game Mechanics: Mobs losing aggro far away (/forums/showthread.php?t=27846)

Nizzarr 02-19-2011 06:51 PM

Mobs losing aggro far away
 
aggroed mobs will drop aggro if you're far away from them.

This is happening in plane of sky.

Gorgetrapper 02-19-2011 07:39 PM

Quote:

Originally Posted by Nizzarr (Post 225451)
aggroed mobs will drop aggro if you're far away from them.

This is happening in plane of sky.

This is intended, as Rogean simply puts it.

http://www.project1999.org/forums/sh...6&postcount=12

Rogean 02-19-2011 07:42 PM

Intended. Stop trying to pull mobs off their island maybe?

Nizzarr 02-19-2011 07:45 PM

This is affecting plane of fear as well for CT summons -- aka, just pull everything to the west side of the zone, engage CT and nothing will go to him due to this nice feature :D

Nizzarr 02-19-2011 07:47 PM

Also this is very not classic, we've had Wizards pull bladestorms to 1 with the sky portal spell back in the days.

h0tr0d (shaere) 02-19-2011 08:18 PM

Quote:

Originally Posted by nilbog (Post 214374)
The objective of the server is to create a historical representation of the classic experience to the best of our ability.

Tormax used to be pulled to zone. I don't recall ever seeing leashed mobs until I hit EQ2.

uygi 02-19-2011 08:23 PM

Different expansions had different aggro rules. Sky currently appears to have some bizarre, warped form of Kunark aggro rules. Kunark aggro SHOULD be that outside a certain range, if you have aggro mob just starts running around like crazy, and if you don't reset aggro that'll keep happening until it eventually gets in range to chase you again. In Sky, once out of range the mob simply forgets that you ever existed at all. Live servers never had anything like that, from beta through OoW.

I don't recall Sky even having Kunark-style aggro. Original EQ on Live (not sure about planes) had full zone aggro... you could aggro something on one side of zone, gate, and it would run to you. I don't remember which type Velious had...

I never pulled mobs inter-island on live, cannot comment on how well that worked back in the day.

Teeroyoyort 02-19-2011 08:29 PM

"The part about them not going back to their spawn point is a bug, but this did exist in classic EQ where mobs would stop chasing you after a certain distance and go back to spawn.. and if you got close enough again, they re-aggroed."

mobs not re-agro'ing atm.

Ronas 02-19-2011 08:31 PM

Quote:

Originally Posted by Teeroyoyort (Post 225496)
"The part about them not going back to their spawn point is a bug, but this did exist in classic EQ where mobs would stop chasing you after a certain distance and go back to spawn.. and if you got close enough again, they re-aggroed."

mobs not re-agro'ing atm.

I dont know, that would seem to be put in afew expansions later. I recall gating and the damn thing chase me from one side of the zone to the next

h0tr0d (shaere) 02-19-2011 08:41 PM

The ONLY mob I remember having issues with through velious was DTV in kael. mainly due to his guards. Heck I pulled Trak thru reets. I never remember mobs leashing, until I saw it in EQ2? Maybe daoc. Ever.


All times are GMT -4. The time now is 08:10 PM.

Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.