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  #11  
Old 11-03-2015, 02:05 AM
Redi Redi is offline
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Afaik, first floor is also like that. I specifically recall a patch comment that warned players of hate becoming riskier with agro.

So, not sure what you mean by "make 1st floor playable".
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  #12  
Old 11-03-2015, 02:09 AM
Colgate Colgate is offline
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1st floor is less dense with mobs, all of which have pathing nodes and aggro messages, allowing you time to react to aggroing a large group of mobs

2nd floor is very dense with casters and shadowknights, so every pull you're getting like 8 casters and half of them are harmtouching you immediately through a wall
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  #13  
Old 11-03-2015, 02:14 AM
Oleris Oleris is offline
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Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
1st floor is less dense with mobs, all of which have pathing nodes and aggro messages, allowing you time to react to aggroing a large group of mobs

2nd floor is very dense with casters and shadowknights, so every pull you're getting like 8 casters and half of them are harmtouching you immediately through a wall
pop eye several times to eat the dt's
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  #14  
Old 11-03-2015, 11:08 AM
Kileras Kileras is offline
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Quote:
Originally Posted by Oleris [You must be logged in to view images. Log in or Register.]
pop eye several times to eat the dt's

Eye's eat DTs? or you just mean its basically a DT because of the stacking Harm Touch?
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  #15  
Old 11-03-2015, 11:19 AM
Seltius Seltius is offline
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Agroing through the wall and floor is different from running through the floor and wall. On live you could agro but the stuff would always come running along existing paths and agro anything social to it not directly through walls. You would see the train coming instead of it just poping on your head.There were only certain times a mob would warp to you. That was if you were out of range with obstacles like walls or on a cliff after a certain time they would warp.
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  #16  
Old 11-03-2015, 04:12 PM
nilbog nilbog is offline
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The 2nd floor needs pathing file additions; we'll get it in. That will prohibit npcs running through walls in favor of following designated pathing to reach their target.

Mobs aggroing through walls is correct per era.

Outdoor, non-dungeon zones: npcs should aggro through walls.
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  #17  
Old 11-03-2015, 04:13 PM
Colgate Colgate is offline
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yup, i suppose it's just more of an issue of mobs not having pathing and hitting through walls/floors
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  #18  
Old 11-03-2015, 04:45 PM
Xadion Xadion is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
The 2nd floor needs pathing file additions; we'll get it in.
See that's what I was saying :-P

Thanks Nilbog and co. A+ :-)
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  #19  
Old 02-12-2016, 11:41 AM
Culkasi Culkasi is offline
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I am going to bump this old thread.

There still seems to be a lot of issues with Hate 2.0
Basically everytime you even go up a ramp to the next floor inside a building (you don't even have to go all the way upstairs in said building, the ramp is often enough), you get a ton of aggro from 2nd floor mobs that hit you and cast on you through the roof, and runs over to and down the ramp to come and chew your cute like monk buttocks. Makes it almost impossible to pull just somewhat sensibly on the 1st floor in Hate.
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  #20  
Old 02-12-2016, 02:55 PM
Man0warr Man0warr is offline
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Yeah the 2nd floor mobs don't follow pathing nodes (when they path back from 1st floor, they just walk to their spot on the same z-axis on the first floor and poof back to 2nd floor) and they aggro through the ceiling.

Ignoring Walls AND Ceilings makes it an extremely frustrating zone.
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