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  #1  
Old 03-11-2012, 11:54 AM
DoucLangur DoucLangur is offline
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Default still: outdoor zone aggro should not require line of sight

I would like to request once again that outdoor zone aggro is patched to not require line of sight, but merely a certain range. OR - maybe I am misunderstanding the causes here: that PoHate is patched to not require LoS, and z-axis threshold where aggro can happen is increased (in OT) - see below examples.

Two examples where this is changing the game a *lot*:

Example 1:
PoHate breakin is still trivial because the portin is safe. I do so enjoy doing 1-group action in PoHate, but it is not classic - as all of you remember who raided hate back then.

Example 2:
The "a skeleton worker" (non quest) in OT outpost below the portin boat from OT hammer should aggro

There are two mobs with the same name - the one on boat is indiff, the one below it is on VenrilSathir faction. These NPCs are both implemented correctly on p1999, however the VS one currently does not aggro KoS people when they port in. I always got attacked by this NPC with my human monk on live, upon porting in. Sadly this was past velious release, so I don't have any timeline proof, but I am pretty sure that it is related to the outdoor zones not requiring line of sight for mobs to aggro (or in this case maybe it is the z-axis treshhold for non-aggro being too low, since some mobs aggro through building walls in OT)

The reason that this changes the game significantly is because once you had aggro from that worker, it would get assisted by the dragoons if they were in the outpost, since they have an enormous aggro range. Nowadays on p1999 everyone and their imaginary friend uses OT hammer for safe transportation. On EQlive, it was something that either required FD, or a high enough level / fast enough character that you could escape the wrath of the outpost guards. Well - or good Venril Sathir faction.
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  #2  
Old 12-23-2012, 03:38 PM
nilbog nilbog is offline
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I'm still on board with this.

Proposal:
Non-dungeon outdoor zone npcs should not consider LOS for aggro.

http://www.project1999.org/forums/sh...ad.php?t=54864
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  #3  
Old 12-23-2012, 05:25 PM
Treats Treats is offline
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Quote:
Originally Posted by DoucLangur [You must be logged in to view images. Log in or Register.]
Example 2:
The "a skeleton worker" (non quest) in OT outpost below the portin boat from OT hammer should aggro

There are two mobs with the same name - the one on boat is indiff, the one below it is on VenrilSathir faction. These NPCs are both implemented correctly on p1999, however the VS one currently does not aggro KoS people when they port in. I always got attacked by this NPC with my human monk on live, upon porting in. Sadly this was past velious release, so I don't have any timeline proof, but I am pretty sure that it is related to the outdoor zones not requiring line of sight for mobs to aggro (or in this case maybe it is the z-axis treshhold for non-aggro being too low, since some mobs aggro through building walls in OT)

The reason that this changes the game significantly is because once you had aggro from that worker, it would get assisted by the dragoons if they were in the outpost, since they have an enormous aggro range. Nowadays on p1999 everyone and their imaginary friend uses OT hammer for safe transportation. On EQlive, it was something that either required FD, or a high enough level / fast enough character that you could escape the wrath of the outpost guards. Well - or good Venril Sathir faction.
Right now on P1999 if you do aggro the KoS worker below the boat the other guards will not assist.

Assist aggro on that NPC must be too low or something (due to level maybe).
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  #4  
Old 12-24-2012, 12:53 AM
Splorf22 Splorf22 is offline
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I checked this out. Maybe the guard is under the wrong boat? There are two boats, the hammer spot is on the west one and the guard is on the east side of the east boat. He's probably just out of aggro range even without LoS.

NM, there is indeed another guard under the west boat. He's probably in aggro range.
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  #5  
Old 03-01-2013, 05:53 PM
Treats Treats is offline
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Bumping this, need more evidence to implement?
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  #6  
Old 03-01-2013, 06:01 PM
Nirgon Nirgon is offline
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Hm does a skeleton not aggro through a tree for instance here?
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  #7  
Old 03-01-2013, 06:14 PM
Treats Treats is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Hm does a skeleton not aggro through a tree for instance here?
Dunno about a tree, but building/wall/terrain no aggro.
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  #8  
Old 03-01-2013, 06:32 PM
Nirgon Nirgon is offline
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Ah yes, like the guard aggroing through the inns in East Commons! True true. Probably want to make sure they assist through it as well out doors, not only intial aggro.
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  #9  
Old 03-02-2013, 10:03 AM
roks1 roks1 is offline
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This isn't the only thing -- all spells should go through walls in outdoor zones including monster AOEs and PC spells. So you can hit that stupid mummy through the sand dunes in NRo etc.

In other words, there was never any hiding from aoe's in the outdoors -- a bigger issue when it comes to outdoor dragons including sontalak, klandicar, and wuoshi in the future, and in an even worse case of utter gimpification, hiding from Ail the Elder's silence ae and so on. You can go down the list really, but it's a really important issue.

Bottom line - rule of the thumb is -- if you can SoW, you can't hide!
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  #10  
Old 03-02-2013, 11:15 AM
SamwiseRed SamwiseRed is offline
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Quote:
Originally Posted by roks1 [You must be logged in to view images. Log in or Register.]
Bottom line - rule of the thumb is -- if you can SoW, you can't hide!
wouldnt this turn unrest into a nightmare if undead could agro thru walls?

note: some already do. for example as you are going in the house you take a right, if you go down that first allway the 3 ghouls in the room to the right will agro thru wall/door. i couldnt imagine all of unrest like this. you wouldnt even be able to go into the house without agroing half the first floor.
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