Change to agro?

General issues.
benchi
Posts: 21

Change to agro?

Post#1 » Wed Jul 08, 2015 3:53 am

I've noticed in multiple zones that agro has changed since the code change. Before when I would pull a single mob, anything I would pull would agro the mobs within its agro range but that's all. Now if I pull a mob, it pulls everything within it's agro range, and then the additional mobs also pull everything within their agro range.

This is normally pretty subtle, but especially on events such as the part of Fennin Ro's event where Javonn, etc spawn with their guards it's become considerably more difficult to split than it was a couple weeks ago. It's also pretty noticeable on the deathlings in VP, where pulling one ends up chain pulling every single deathling at the same time.

I think this might cause some problems with reaching the agro limit much faster than before too.

Vaion
Posts: 3712

Re: Change to agro?

Post#2 » Wed Jul 08, 2015 4:44 am

Will take a look cause that should not be happening.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Superhoss
Posts: 128

Re: Change to agro?

Post#3 » Wed Jul 08, 2015 6:53 am

I've been experiencing the same. Haven't had this much trouble keeping agro in a long time. I assumed the Echo of Anger worn effect wasn't working right.

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Denizen
Posts: 882

Re: Change to agro?

Post#4 » Wed Jul 08, 2015 1:13 pm

Could be cause of getting as many as all 3 named mermaids on me when in Kedge doing raid aura quest. This is particularly noticeable with Estrella: no matter where you choose to fight her, eventually other named mermaids adds and start spawning their adds. End results is a major headache.
Rafe, 70 sk

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Drofmar
Posts: 67

Re: Change to agro?

Post#5 » Wed Jul 08, 2015 5:52 pm

viewtopic.php?f=256&t=12458

Was noted during beta testing as well.

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Denizen
Posts: 882

Re: Change to agro?

Post#6 » Thu Jul 09, 2015 12:58 am

Cleared tunnels next to Zethurim. Engaged him and two caretakers added from tunnel beneath him...now that was new.
Guessing Z axis agro has changed.
Rafe, 70 sk

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Enrikk
Posts: 389

Re: Change to agro?

Post#7 » Thu Jul 09, 2015 3:15 am

Saw this in VP as well, and got booted from zone... now, the added curiosity is that though my puller/tank was gone from the zone, the rest of my group, tagging along behind, weren't. Same number of mobs in play.

AND, those that were left behind were suddenly invulnerable for a period of time. It eventually ended, and they died, but was curious why the one got sent, and not the rest, and why they were invulnerable for that period of time.

E
Lead, Follow, or get out of My Way!

Enrikk of the Few

With MANY voices Also in my head

Vaion
Posts: 3712

Re: Change to agro?

Post#8 » Thu Jul 09, 2015 7:21 pm

Found one issue in the code where assist ranges were being doubled where they were not needed. Testing this now to see how it helps with chain aggro issues.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Vaion
Posts: 3712

Re: Change to agro?

Post#9 » Thu Jul 09, 2015 7:47 pm

Figured out the issue. Zone maps are not loading properly. So its always returning true on line of sight checks for NPCs within aggro range.

Working on it :)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Enrikk
Posts: 389

Re: Change to agro?

Post#10 » Thu Jul 09, 2015 8:49 pm

Or,,, instead of all that HARD work, debugging the code, you COULD get rid of the max mob limit.

Sounds simple to me.. lol.
Lead, Follow, or get out of My Way!

Enrikk of the Few

With MANY voices Also in my head

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