#1
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Mobs should lose aggro based on distance from target
I think this has been discussed before but no one can find proof. I happened to be looking up Holgresh Elder Beads and found this:
http://www.monkly-business.net/forum...ead.php?t=8629 07-04-2001 Quote:
Quote:
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#2
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I don't think the issue was lack of proof; I remember reading that it wasn't an easy fix and it would take some time to implement.
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#3
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There are certain mobs with longer chase distances than others.
Torven has done some extensive research on this. For example VP Dragons have unlimited chase distance, whereas some trash in PoValor dropped after like 1000' or something.
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#4
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Strange one of my strongest memories of eq, versus say WOW, was no distance dropping of agro. Zone was the only way. I mostly played classic to kunark though...
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#5
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If I had an add on a pull in Wall of Slaughter with my berserker I'd hit it with a snare, sprint away and then run back to the group and I'd lose the snared mob(s) but retain the one that ran full speed. Berserkers were really fun to play. Its a shame everyone else hated them! | |||
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#6
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Quote:
This lead to epic trains, like once you travel back into their chase range they run back at you. Even hours later. Atleast that's how I recall it working, which is described in the second quote from above.
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#7
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On top of the "stopping chasing" and keeping you on their hate list, they would spread your agro, so u go back to the mob and 50 mobs come running out. I remember figuring this one out the hardway in crushbone.
It was a "If person is beyond X range, return to spawn point" then once person gets in range re-engage. It was a nasty way of trains being created in crushbone. It was also not all mobs, but most. | ||
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#8
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Bump, this fiddly mechanic was what helped me swarm kite (charm) on my bard back in the day, once you got far enough away all would attack pet
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#9
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Bump 2 resolve?
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Amax MNK / Amalgamax ROG / maximum Begging (227) EQ Map Archive (1,000+ images) P99 Wiki • EQ Patch Chronology | ||
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