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  #1  
Old 09-11-2006, 02:27 AM
mattmeck
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Mobs wouldnt chase you once you got so far away from them tho.

For instance, you have SOW, and run past a mob in lets say South Karana, by the time you got to the other side of the zone the mobs would arive 10-15 min later it would have given up.
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  #2  
Old 09-11-2006, 02:55 AM
eq4me
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I summoned and used fabled journeyman boots and let a drolvarg chase me through nearly the whole Dreadlands. But I did actually hit him since he was green and didnt aggro on me by himself. Maybe that makes a difference?
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  #3  
Old 09-11-2006, 04:40 AM
eq4me
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Well, just to be sure I tried again in Dreadlands and West Karana. None of the mobs i aggroed stopped chasing me.

Btw. Drachnids seem to be awfully fast. Even with +50% runspeed they where only like 20 seconds behind me from exit of the cave to the Spires to entrance of the cave to Firiona Vie. The mountain giant braes where like 60 seconds behind. The bandits bears and whatnot in South Karana where multiple minutes behind me.

It is some years that I played on Live but as far as I remember most MOBs stopped after a minute of chasing(With SOW and/or if I got off a root before I tunred tail) at max. But as long as you did not zone or relog after they gave up chasing you they had a very wide aggro range on you.

Last edited by eq4me; 09-11-2006 at 12:44 PM..
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  #4  
Old 09-11-2006, 03:11 PM
John Adams
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Quote:
Originally Posted by eq4me
Well, just to be sure I tried again in Dreadlands and West Karana. None of the mobs i aggroed stopped chasing me.
It is true. As a current Live player, mobs do stop chasing you under certain conditions (like distance from them, mostly). But I do know there are some cases when they never stop until you zone or camp. Terror in PoFear, anyone? I think some of the mini/bosses will chase you until you are hamburger. So it's variable.

But currently, you're correct. I do not think aggro loss working properly (though it makes for some funny ass screenshots when you have 40 drachnids nipping at your heals).

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  #5  
Old 09-11-2006, 04:09 PM
GeorgeS
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They should either stop after a specific time or after a certain distance.
As mentioned right now they will chase you all over.


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  #6  
Old 09-11-2006, 10:51 PM
eq4me
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Quote:
Originally Posted by John Adams
It is true. As a current Live player, mobs do stop chasing you under certain conditions (like distance from them, mostly). But I do know there are some cases when they never stop until you zone or camp. Terror in PoFear, anyone? I think some of the mini/bosses will chase you until you are hamburger. So it's variable.
Hmm, so maybe the table npc_types needs another field which determines if the npc is likely to loose interest in chasing someone? How about not just 0(stops chasing) or 1(never stops chasing) but 0-255. So if someone would put in the time we could have some more or less sophisticated code that determines aggro loss from different factors like distance to player, distance to spawnpoint and agressiveness(the 0-255 value).
I recon the enlarged re-aggro range from monsters that stopped chasing you since your last login would be harder to implement?

Can someone point me on the to the code that is supposed to handle chasing aggro?

Last edited by eq4me; 09-12-2006 at 06:57 AM..
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  #7  
Old 10-09-2006, 08:34 AM
eq4me
Hill Giant
 
Join Date: Jul 2006
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Sorry for the bump but I cant find anything so far that would indicate an loss of aggro from running away in the EQEmu code. Additionally I have not bee able to find an good description of aggro behaviour for EQLive. Anyone has an resource?
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