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  #1  
Old 08-20-2007, 08:22 AM
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cavedude
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The reason this happens is because all the noob mobs are on the same faction so that guards work properly. The problem with this is all NPCs on the same faction will automatically assist and there is no way to override that in the db. I asked to get this functionality put in the code a few times but nothing ever came of it.
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Old 08-20-2007, 11:12 AM
John Adams
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I thought there was a switch on individual NPCs to toggle off Assist? Field "social" or something. If that is set to 0, I thought rat boy wouldn't assist his brother in need? Maybe not.
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Old 08-20-2007, 11:22 AM
KLS
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From what CD has told me it doesn't work right. I need to get around to checking it but I don't really have any experience in the aggro code so it's taken lower priority from me.
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Old 08-20-2007, 12:35 PM
Angelox
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Originally they all assisted, so you had to be careful - if you took on a wasp in Gfay, other wasps nearby would help. So you had to learn techniques in pulling, etc. from the start.
This was during the era when people spent a lot of time and played in newbee areas, when a typical night in places like Gfay would have hundreds of players.
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Old 08-23-2007, 01:51 PM
Breea
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Change the "Social" field value to "0" in the npc_types table. This will make them non-aggro. A value of "1" makes them socially aggro.

This has to be done per mob. So, for every mob that you do not want to aggro you have to change the npc_types entry for it.
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  #6  
Old 08-23-2007, 02:37 PM
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cavedude
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There shouldn't be a social field in npc_types anymore because it is no longer used. Even if you had the column in the db, it wouldn't work anyway because the code isn't functional.

I wasn't pointing the finger, KLS I asked a few devels and I agree it is a low priority bug anyway. As Angelox said, it will cause noobs to be better pullers Though it is bugged. Most noob mobs shouldn't assist each other, and currently they all assist each other, whether they are the same race or not.

Last edited by cavedude; 08-23-2007 at 10:39 PM..
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  #7  
Old 08-23-2007, 02:52 PM
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cavedude
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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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