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  #1  
Old 09-11-2006, 04:40 AM
eq4me
Hill Giant
 
Join Date: Jul 2006
Posts: 166
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Well, just to be sure I tried again in Dreadlands and West Karana. None of the mobs i aggroed stopped chasing me.

Btw. Drachnids seem to be awfully fast. Even with +50% runspeed they where only like 20 seconds behind me from exit of the cave to the Spires to entrance of the cave to Firiona Vie. The mountain giant braes where like 60 seconds behind. The bandits bears and whatnot in South Karana where multiple minutes behind me.

It is some years that I played on Live but as far as I remember most MOBs stopped after a minute of chasing(With SOW and/or if I got off a root before I tunred tail) at max. But as long as you did not zone or relog after they gave up chasing you they had a very wide aggro range on you.

Last edited by eq4me; 09-11-2006 at 12:44 PM..
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  #2  
Old 09-11-2006, 03:11 PM
John Adams
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Join Date: Jul 2006
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Quote:
Originally Posted by eq4me
Well, just to be sure I tried again in Dreadlands and West Karana. None of the mobs i aggroed stopped chasing me.
It is true. As a current Live player, mobs do stop chasing you under certain conditions (like distance from them, mostly). But I do know there are some cases when they never stop until you zone or camp. Terror in PoFear, anyone? I think some of the mini/bosses will chase you until you are hamburger. So it's variable.

But currently, you're correct. I do not think aggro loss working properly (though it makes for some funny ass screenshots when you have 40 drachnids nipping at your heals).

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  #3  
Old 09-11-2006, 04:09 PM
GeorgeS
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They should either stop after a specific time or after a certain distance.
As mentioned right now they will chase you all over.


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  #4  
Old 09-11-2006, 10:51 PM
eq4me
Hill Giant
 
Join Date: Jul 2006
Posts: 166
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Quote:
Originally Posted by John Adams
It is true. As a current Live player, mobs do stop chasing you under certain conditions (like distance from them, mostly). But I do know there are some cases when they never stop until you zone or camp. Terror in PoFear, anyone? I think some of the mini/bosses will chase you until you are hamburger. So it's variable.
Hmm, so maybe the table npc_types needs another field which determines if the npc is likely to loose interest in chasing someone? How about not just 0(stops chasing) or 1(never stops chasing) but 0-255. So if someone would put in the time we could have some more or less sophisticated code that determines aggro loss from different factors like distance to player, distance to spawnpoint and agressiveness(the 0-255 value).
I recon the enlarged re-aggro range from monsters that stopped chasing you since your last login would be harder to implement?

Can someone point me on the to the code that is supposed to handle chasing aggro?

Last edited by eq4me; 09-12-2006 at 06:57 AM..
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  #5  
Old 10-09-2006, 08:34 AM
eq4me
Hill Giant
 
Join Date: Jul 2006
Posts: 166
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Sorry for the bump but I cant find anything so far that would indicate an loss of aggro from running away in the EQEmu code. Additionally I have not bee able to find an good description of aggro behaviour for EQLive. Anyone has an resource?
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  #6  
Old 10-09-2006, 12:30 PM
ndnet
Hill Giant
 
Join Date: Oct 2003
Posts: 105
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Mobs seem to have an individual chase radius within which it will follow a targeted player indefinitely. If the player runs beyond this radius, the mob will run along some path. The path itself is hazy to me, it might be as if the creature were feared, it might be a path that leads to its spawn location, or it might resume its predermined patrolling path. I want to say the likely case is the fear pathing as it always seemed to be in the exact opposite direction from myself. In any case, the mob is running, and yelling for help the whole time (just like when you've got it engaged).

While running home, other NPCs can be alerted of the player and target them as well. They will even give chase if the player is within their particular range. If not, they will usually just continue their current action of standing still or patrolling until either they forget the player or the player comes within their chase range.

Mobs seem to attempt to reset themselves every 5 or 7.5 minutes after being engaged. If the player is still within their chase range, they will continue to give chase indefinitely. If none of their targets is within their chase range, they'll probably reset themselves and lose aggro. I wouldn't really implement this until after some lengthy discussions on in which instances the reset will succeed.

Mobs also seem to reset themselves (hp, etc) completely once arriving at their spawn point, if they're static, so it may not take as long. Roaming mobs tend to just resume their roaming after aggro is wiped. They might reset at their spawn points, too, but such a thing occurs so infrequently it's not readily observed.

The only ways I recall to force an aggro wipe are as follows:
zone (zone, camp, die, etc), feign death, memory blur, fading memories (and similar skills, e.g. escape), get far, far away and let everything cool down for about 10 minutes.

The latter of methods being difficult for anyone that runs slower than a Bard, mind you, with most zones not being large enough to pull enough distance with only a minor difference in speed.

Being invis has no bearing on mob behavior, they can always find you if you're on their hatelist, visible or not. Tired of rambling, some others can finish hashing it all out.
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  #7  
Old 10-09-2006, 12:45 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
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Depends on the Era - at first, mobs never lost aggro , and you either had to camp out or zone the aggro, because they would always be coming for you. What did happen was, mobs would "freak" and run after you in the wrong direction (bad pathing or whatever)

Then on later expansions , you could "outrun" the aggro, but if you came back to the mobs area, the mob would remember (still had to camp the aggro).
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