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06-12-2008, 03:55 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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I'm not sure if this is a good thing. If you want to link mobs, you should use the perl way to do it instead of a world wide change like this.
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06-12-2008, 04:09 PM
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Fire Beetle
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Join Date: Jun 2008
Location: Vegas
Posts: 17
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Quote:
Originally Posted by Congdar
I'm not sure if this is a good thing. If you want to link mobs, you should use the perl way to do it instead of a world wide change like this.
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I'm not sure I understand. This should be a world-wide change, as this is how MOBs should always act.
This has nothing to do with MOBs being linked in the sense that was implemented in Velious and later.
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06-12-2008, 04:17 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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I said i wasn't sure. It seemed to me that assist is already working.
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06-12-2008, 04:27 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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In testing this I would concentrate in dungeons, if you haven't already done this, bearing in mind there
is no pathing for aggroed mobs.
E.g. If I pull a mob and there is a mob around the corner that can't see me, but is within assist range
of the mob I am pulling, with this change, the unseen mob will run straight at me through the walls.
Should this second mob itself yell for help while it is 'running through the walls', possibly through
another room filled with mobs, there may be a chance of a chain-aggro event which pulls a load of mobs
through the walls.
I've not tested this or studied the YellForHelp code, but it is just a thought I had while wondering why
things are coded the way they are. 
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06-12-2008, 05:09 PM
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Fire Beetle
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Join Date: Jun 2008
Location: Vegas
Posts: 17
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Quote:
Originally Posted by Derision
In testing this I would concentrate in dungeons, if you haven't already done this, bearing in mind there
is no pathing for aggroed mobs.
E.g. If I pull a mob and there is a mob around the corner that can't see me, but is within assist range
of the mob I am pulling, with this change, the unseen mob will run straight at me through the walls.
Should this second mob itself yell for help while it is 'running through the walls', possibly through
another room filled with mobs, there may be a chance of a chain-aggro event which pulls a load of mobs
through the walls.
I've not tested this or studied the YellForHelp code, but it is just a thought I had while wondering why
things are coded the way they are. 
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That most likely would happen, but the aggroed mob would have to run through the wall and go into line of sight with a mob in another room or something, which seems like it would be pretty rare and pullers could adapt to it in those situations in which it does apply. Obviously, it'd be best to have pathing for aggroed MOBs and proper aggro code, but I think one out of two ain't bad right now. hehe
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06-12-2008, 05:33 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by greggg230
That most likely would happen, but the aggroed mob would have to run through the wall and go into line of sight with a mob in another room or something, which seems like it would be pretty rare and pullers could adapt to it in those situations in which it does apply. Obviously, it'd be best to have pathing for aggroed MOBs and proper aggro code, but I think one out of two ain't bad right now. hehe
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Since reading your initial post I was pondering the possibility of another way of doing things:
If the mob has LOS to the 'sender' but not the player, it runs to the current location of the 'sender'. At that point, it checks for LOS to the player. If it has it, it runs straight at him, if not, it checks for LOS to the 'sender' again and runs to that point. Rinse and repeat until it has no LOS to either, in which case it wipes it's hate list and goes back to where it was.
Not 'Live Like', but maybe a sort of middle-ground.
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06-12-2008, 06:34 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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as far as i can say up untill today the AGRO and Assist worked 100% as on live - you pull 1 mob - his friend around the conner will agro, as well as agro any other friends in range.
the only problem was with mobs running through wall which cuased them to potentialy pass additional areas with other mobs who never would have been agroed on live.
in other words there is no problem with assist - only with mobs ability to ignore walls.
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06-27-2008, 08:57 AM
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Sarnak
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Join Date: Jun 2007
Location: Finland
Posts: 65
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Quote:
Originally Posted by Derision
In testing this I would concentrate in dungeons, if you haven't already done this, bearing in mind there is no pathing for aggroed mobs.
E.g. If I pull a mob and there is a mob around the corner that can't see me, but is within assist range of the mob I am pulling, with this change, the unseen mob will run straight at me through the walls.
Should this second mob itself yell for help while it is 'running through the walls', possibly through another room filled with mobs, there may be a chance of a chain-aggro event which pulls a load of mobs through the walls.
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I have to say I love this change, brings back in some skill required to pull properly. At least enchanters will have something to do other than VQ/VoQ.
I will comment it does behave as Derision speculated, on TGC, particularly in a lot of new style zones (Luclin+). Some walls and doors are not treated as non-LoS. Vex Thal has a few nasty spots now. We've had 9 pull and 12 chains with what should have been straightforward pulls. Other zones like Griegs were nasty anyway, but this makes it almost unplayable in places.
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06-27-2008, 03:54 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by BWStripes
Some walls and doors are not treated as non-LoS.
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Doors are not included in the .map files and hence not accounted for in LOS.
Including them in LOS calculations is doable. Either by taking them into account during .map generation by azone (and tagging the polygons with the door id), or by handling them separately in the zone process.
The former would require a new .map structure and regenerating all the maps. Either way, if the LOS code hit a door, a check would need to be made if the door was open or not, which is easy enough.
How easy this would be also depends on the accuracy of the information in the doors table, in particular the size and angle of the door.
I'll think about it 
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06-27-2008, 05:20 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Quote:
Originally Posted by Derision
How easy this would be also depends on the accuracy of the information in the doors table, in particular the size and angle of the door.
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Every door in the PEQ database was parsed from Live, so they are as accurate as we can get them. We never add doors manually for this very reason, though I doubt manually added doors could cause that big of an issue, except for maybe the stranger ones. If they sit in the door frame properly, then they can't be off by more than a couple of coords tops.
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