I should add, the reason the social column isn't used because with our faction system it shouldn't be needed. The issue is all mobs on the same faction will assist no matter what. So if Bat A and Rat B are on the same noob faction (which they are in PEQ to allow guards to work) then they will assist each other. Obviously, this is not live like and was never live like. Wasps and beetles are two forms of mobs that should assist, but they should only assist themselves, and no outside races. So, you'll see a "beetle" faction and a "wasp" faction on PEQ which does just that.
The best way to correct this system I feel is to allow faction hits to override assisting. If you place bats and rats on "noob monster" faction and don't want them to assist each other, then you'd create a faction hit of 0 against "noob monsters" whenever they are killed and have it passive (as apposed to hostile or assist) At present time, same faction mobs will assist even if the hit to the faction they are on is set to passive or hostile. Factions can be confusing in the db, so I'd hate to see what they are like in the code. That's why I am in no rush to see this fixed.
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