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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
An Idea to Fixing Abrupt Aggro Radius Pull
Machaera
Member
"The aggro radius is the distance from a player at which a mob will stop its normal behavior and engage the player in combat" -wow wiki
In other words, mobs have a sectioned off radius. When they're pulled outside that radius, they stop and run back or even reset entirely. I don't know how difficult it would be to implement something like this. I believe that Dark Souls had something similar to this.
https://youtu.be/hBrnv249kJ0?t=1304
In this video when the player pulls the mob outside of it's aggro radius, it just stops and turns around and runs back. However I think it would be interesting for the mob to be programmed to cast a flame breath ability or anything within it's kit as last hit when it approaches it's aggro radius. I believe this would add more to the realism and change the way players think about encountering future mobs. Lastly, rather than having the mob running back, perhaps it might be possible for it to fly back?
Just a thought. I'm no programmer and I have no idea how difficult this would be to implement, however I think it would be an intricate detail to add, as I have seen any other game that does this.
In other words, mobs have a sectioned off radius. When they're pulled outside that radius, they stop and run back or even reset entirely. I don't know how difficult it would be to implement something like this. I believe that Dark Souls had something similar to this.
https://youtu.be/hBrnv249kJ0?t=1304
In this video when the player pulls the mob outside of it's aggro radius, it just stops and turns around and runs back. However I think it would be interesting for the mob to be programmed to cast a flame breath ability or anything within it's kit as last hit when it approaches it's aggro radius. I believe this would add more to the realism and change the way players think about encountering future mobs. Lastly, rather than having the mob running back, perhaps it might be possible for it to fly back?
Just a thought. I'm no programmer and I have no idea how difficult this would be to implement, however I think it would be an intricate detail to add, as I have seen any other game that does this.
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Comments
Maybe even add a second "aggro" radius, where the mob stays where he is on alert, until you move even further away.
It was a very efficient way to level up the group, get lots of loot and live on the edge of your abilities.
So my point, please do not limit the aggro chase range.
What I would like to see is this: The creature has a zone of influence it wants to protect, be it a bandit camp or a bear cave. It will however leave this zone of influence if provoked continually for a duration. This means, if you aggro something at a bandit camp and continue to attack it when you leave its zone of influence it will start a timer of say 1 minute, after 1 minute of being kiting in this manner the npc will decide that you are not worth the chase and leash back to its zone of influence. However, as it was recently attacked, it will have an "alerted" state on it that increases the distance that it will aggro for a few minutes and be patrolling their zone of influence. If left alone they will return to a standard aggro range, and normal behavior patterns.