Glorious Alpha Two Testers!
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.
Aggro range mechanics
Milchmann
Member, Alpha Two
👋🏻 Hey there,
I’d like to share my thoughts on aggro mechanics. Currently the aggro range in AoC seems to be a fixed value. How about giving mobs a variable range that’s being set on spawn? Making it unpredictable for you to know if you are able to skip it. Another idea is to increase the range (for x seconds) of a mob if it was aggroed before. (or change the mob-status to „onGuard“ or „patrolling“ etc.)
Feel free to share your thoughts and see you in a2.
I’d like to share my thoughts on aggro mechanics. Currently the aggro range in AoC seems to be a fixed value. How about giving mobs a variable range that’s being set on spawn? Making it unpredictable for you to know if you are able to skip it. Another idea is to increase the range (for x seconds) of a mob if it was aggroed before. (or change the mob-status to „onGuard“ or „patrolling“ etc.)
Feel free to share your thoughts and see you in a2.
0
Comments
https://youtu.be/T1gJiGXStHA?t=655
They looked completely robotic. I would expect monsters to be aggro'd by nearby combat.
Edit: I copied a link to the exact time, but the embedded player seems to want to start from the beginning. Sorry!
Also as this is supposed to be a PvX game, if a new group, new players arrive, mobs should react and for example be able to switch aggro to the new players if they are close enough, or for example retreat all together.
Blown past falling sands…
Also leashes line i think could be longer especially in POI/Dungeons they should basicly atleast force you out of the POI or dungeons if you need to reset things
There is very little pve centric minutia.
Hopefully the coming months see a sea-change in regards to the latter. Including adjusting and adding character skills and abilities.
And don't get me started on respawns. A necessary evil yes, but right in front of me while I am flexing? Just pop! Grrr. (Except for undead - I love then crawling up out of the ground.)
I am hoping the mob AI will grow with the rest of the game, early days yet.
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