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  #1  
Old 08-07-2011, 06:39 AM
Scribin Scribin is offline
Scrawny Gnoll


Join Date: Jun 2011
Location: Faydwer
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Default 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?
  #2  
Old 08-07-2011, 10:23 AM
aubie aubie is offline
Aviak


Join Date: Dec 2010
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Definitely remember them dropping pursuit if you ran far enough. Not as sure about the re-engagement once you came back though.
  #3  
Old 08-07-2011, 10:27 AM
deneauth deneauth is offline
Sarnak


Join Date: Mar 2010
Location: Southwestern Michigan
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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.
  #4  
Old 08-07-2011, 11:56 AM
Bruman Bruman is offline
Sarnak


Join Date: May 2010
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Quote:
Originally Posted by deneauth [You must be logged in to view images. Log in or Register.]
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.
No, they just follow you to zone. They don't tether.
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  #5  
Old 08-07-2011, 02:05 PM
Lazortag Lazortag is offline
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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.
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  #6  
Old 08-07-2011, 03:22 PM
kalzin kalzin is offline
Aviak


Join Date: Mar 2011
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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.)
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