|  | 
| 
 Kunark mobs gave up pursuit in classic and re-engaged if you came back into range. When kunark was released on live I remember one thing that stood out to me as very cool and it was that if you ran far enough from a mob in outdoors zones of kunark they would stop pursuing you. if you came back range of that monster it would (somehow know where u were and) re-engage. Am I remembering this correctly? | 
| 
 Definitely remember them dropping pursuit if you ran far enough. Not as sure about the re-engagement once you came back though. | 
| 
 I do remember them re-engaging if you came back in range.  I thought that's how it worked on this server too though; I could be wrong. | 
| 
 Quote: 
 | 
| 
 This used to be implemented here but they had to remove it, I think because it was so horribly buggy.  And also it just isn't a very fun mechanic.  They also weren't 100% sure how it worked and there were conflicting reports from different players about it. | 
| 
 There was trouble with this coding for quite some time durring my internship for SOE pre-velious. It was refrered to jokingly as the rules for disengagement (sp?) it was met under the following conditions: 1.) if target= >25% HP and distance = not visible (outside of the max clip plane of a player) then /disengage (retain aggro list) 2.) if target - >25% HP and distance from spawn = > not visible from pathing then /disengage (retain aggro list) 3.) if mob <50% and Player >50% and distance between mob and player increasing at not visible from pathing for more then 60 seconds then /disengage (retain aggro list) ^ basically if the player is running while the mob is below 1/2 life then they would only chase you for 60 seconds. (never understood this one and i believe they edited it out due to problems with kiting.) | 
| All times are GMT -4. The time now is 11:21 PM. | 
	Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.