Thread: Aggro
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Old 10-09-2006, 01:56 PM
RangerDown
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Join Date: Mar 2004
Posts: 1,066
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Angelox's depiction is the most accurate from my experiences. In EQ, you simply do not lose the aggro by running away. Especially up thru and including Velious.

If the mob turns from its direct path toward you, it's usually because it lost line of sight to you and is now relying on pathing to find a direct line of sight back to you. Many a fearsome train has been caused by this mechanic, since sometimes its pathing logic has it turn and run back down into the dungeon, causing social aggro with all friendly mobs it runs past.

I've on occasion witnessed a mob stop when you get out of range, and I can't really understand why it does that unless it's searching thru its pathing and can't figure out a path to you. In those cases, from what I've seen, it continues to hold position until it either loses aggro by its hate target camping/zoning/dying, or it discovers another tasty target nearby and runs over to it.

I can't really speak for the aggro in zones past Luclin, and for some of the most recent expansions they very well may have coded in distance aggro loss. They also seem to code in aggro decay on certain boss mobs as a deliberate tactic to make hate management part of the challenge, but those are the exception rather than the rule. But for those of you new to EQ -- this ain't EQ2, and this ain't DAoC. If you aggro a mob and don't do zone/camp/die/use a memblur type spell, then the mob *WILL* continue to remember you -- INDEFINITELY -- until one of those things happens.
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