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  #1  
Old 06-12-2008, 05:09 PM
greggg230
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Quote:
Originally Posted by Derision View Post
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.
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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  #2  
Old 06-12-2008, 05:33 PM
Derision
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Quote:
Originally Posted by greggg230 View Post
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
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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  #3  
Old 06-12-2008, 06:34 PM
ChaosSlayer
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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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  #4  
Old 06-19-2008, 09:19 PM
greggg230
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Has anyone tried this out? If so, how's it working? I've been busy with work the past few days so haven't had a lot of time for EQEmu.
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  #5  
Old 06-23-2008, 04:36 PM
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cavedude
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This one is up on PEQ with this reboot. I'll post the reaction (if any)
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Old 06-25-2008, 07:45 PM
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cavedude
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This looks to be a good fix, and makes things more Live Like. It does make some encounters more difficult due to other broken systems, but that is no fault of this code. Moving to submissions.
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  #7  
Old 06-26-2008, 05:44 PM
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trevius
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I added in this code as well. It seems to work great. I had to reduce the agro range of NPCs in some zones to keep some overwhelming pulls from happening now that the LoS bug to pull by hiding around a corner doesn't work. That isn't an issue with this code though, just some adjustments that people might want to consider after adding this in.
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