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  #1  
Old 06-12-2008, 12:18 PM
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cavedude
The PEQ Dude
 
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Aye, I'll merge it on TGC next reboot
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  #2  
Old 06-12-2008, 01:39 PM
eq4me
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I always thought that LOS had something to do with aggro range. For example you could pull the single mob near the ladder from the Ghoul Suppliers room in LGuk when you aggroed him as soon as you saw him while climbing up said ladder. Climb to high and the whole room would come. But maybe something has changed since then.
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  #3  
Old 06-12-2008, 03:55 PM
Congdar
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I'm not sure if this is a good thing. If you want to link mobs, you should use the perl way to do it instead of a world wide change like this.
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  #4  
Old 06-12-2008, 04:09 PM
greggg230
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Quote:
Originally Posted by Congdar View Post
I'm not sure if this is a good thing. If you want to link mobs, you should use the perl way to do it instead of a world wide change like this.
I'm not sure I understand. This should be a world-wide change, as this is how MOBs should always act.

This has nothing to do with MOBs being linked in the sense that was implemented in Velious and later.
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  #5  
Old 06-12-2008, 04:17 PM
Congdar
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I said i wasn't sure. It seemed to me that assist is already working.
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  #6  
Old 06-12-2008, 04:27 PM
Derision
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In testing this I would concentrate in dungeons, if you haven't already done this, bearing in mind there
is no pathing for aggroed mobs.

E.g. If I pull a mob and there is a mob around the corner that can't see me, but is within assist range
of the mob I am pulling, with this change, the unseen mob will run straight at me through the walls.

Should this second mob itself yell for help while it is 'running through the walls', possibly through
another room filled with mobs, there may be a chance of a chain-aggro event which pulls a load of mobs
through the walls.

I've not tested this or studied the YellForHelp code, but it is just a thought I had while wondering why
things are coded the way they are.
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  #7  
Old 06-12-2008, 05:09 PM
greggg230
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Quote:
Originally Posted by Derision View Post
In testing this I would concentrate in dungeons, if you haven't already done this, bearing in mind there
is no pathing for aggroed mobs.

E.g. If I pull a mob and there is a mob around the corner that can't see me, but is within assist range
of the mob I am pulling, with this change, the unseen mob will run straight at me through the walls.

Should this second mob itself yell for help while it is 'running through the walls', possibly through
another room filled with mobs, there may be a chance of a chain-aggro event which pulls a load of mobs
through the walls.

I've not tested this or studied the YellForHelp code, but it is just a thought I had while wondering why
things are coded the way they are.
That most likely would happen, but the aggroed mob would have to run through the wall and go into line of sight with a mob in another room or something, which seems like it would be pretty rare and pullers could adapt to it in those situations in which it does apply. Obviously, it'd be best to have pathing for aggroed MOBs and proper aggro code, but I think one out of two ain't bad right now. hehe
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  #8  
Old 06-27-2008, 08:57 AM
BWStripes
Sarnak
 
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Quote:
Originally Posted by Derision View Post
In testing this I would concentrate in dungeons, if you haven't already done this, bearing in mind there is no pathing for aggroed mobs.

E.g. If I pull a mob and there is a mob around the corner that can't see me, but is within assist range of the mob I am pulling, with this change, the unseen mob will run straight at me through the walls.

Should this second mob itself yell for help while it is 'running through the walls', possibly through another room filled with mobs, there may be a chance of a chain-aggro event which pulls a load of mobs through the walls.
I have to say I love this change, brings back in some skill required to pull properly. At least enchanters will have something to do other than VQ/VoQ.

I will comment it does behave as Derision speculated, on TGC, particularly in a lot of new style zones (Luclin+). Some walls and doors are not treated as non-LoS. Vex Thal has a few nasty spots now. We've had 9 pull and 12 chains with what should have been straightforward pulls. Other zones like Griegs were nasty anyway, but this makes it almost unplayable in places.
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