Pull limits

General issues.
ikaf
Posts: 129
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Pull limits

Post#1 » Wed Oct 01, 2014 4:19 pm

I'm not sure why this was implemented originally, maybe someone can share some light on this, but the aggro limit is still to this day the most annoying feature there is, to me at least.

Example : you're in Icewell keep getting Icy emblems . on your way back to your camp with a few mobs a couple repop on your path. You( the tank) get ported and best case scenario you were far enough from the group for the pack of mob to not attack them.
I was NOT in danger because of those tiny mobs ... :?

Any chance that could be disabled, say if you're 70 ? Or have the option to do so at least ?
I'm guessing people know what they can and cannot handle as a group or solo.
Ikaf [SHD] - Buttler [CLR] - Mikaf [MNK] - Bikaf [BRD] - Rikaf [ROG] - And Friends

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Nilbus
Posts: 1258

Re: Pull limits

Post#2 » Wed Oct 01, 2014 4:26 pm

Server issues/lag and griefing possibilities is why it was implemented in the past. It gets brought up from time to time but per devs it's still needed.
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Furry
Posts: 17

Re: Pull limits

Post#3 » Wed Oct 01, 2014 11:09 pm

SOE themselves had to nerf kiting on live servers as it was getting out of hand. Large numbers of npc's chasing a player = lots of pathing calculations = overworked server. The npc limit could be a little more elegant, but it's definitely needed.

Ydiss
Posts: 1193

Re: Pull limits

Post#4 » Wed Oct 01, 2014 11:58 pm

In terms of being more elegantly enforced, it could be changed to allow a time limit to reduce the hate-list once you hit 25. The time taken to jump from 20-25 can be instant, in some cases, giving you no warning or opportunity to prevent the boot from happening.

Perhaps allowing the warning to kick in and then give the player 10 seconds to reduce the limit below 25 (with an absolute upper limit of 30) would be less annoying and would give a buffer of 10, rather than 5. You'd have to go some to agro 10 mobs in one go accidentally, but ~5 is quite easy.

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