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Aleksandra Aleksandra
posted on Wednesday, October 09 2019, 04:25 AM in Game Suggestions
Hi Sedy, i know that u answered already, but after update really not comfy to play.
When tank is luring mobs, even with reflect (what means mobs hit and receiving damage back) they relure and kill party members which following tank.
I feel pain, bc im usually using not one char, and control tank and then mobs who want to run anywhere only not to tank + run with other window its really crazy.. or kill mobs like 3 for one time making dungeons too slow...

I want to ask opinion of other players - if all fine with this changes.
And i know u said that its bug that monsters follow tank w/o his attack, maybe can back it?
Bc Glitch casting is bug too, as i know, but its exist in game.

https://www.youtube.com/watch?time_continue=74&v=BLzVsbnNkc0 video from 00:35 to 1:00, its how it was.. if u will try it now - all pt members will die already :D
Responses (3)
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Wednesday, October 09 2019, 02:59 PM #Permalink
    Researching this a bit, we found the mobs to also lose aggro while running through them. Ill video later on if Sedy doesnt see the issue immediately.

    Instance:
    - (Sorc) Running through mob with full hp and quickly turning a corner in Wonderland resets its aggro
    - (Tank) Running through first mob set before First boss of WI, at least 4 mobs will reset back.
    - (Tank) With mobs luring boss, animation was hitting boss but then the boss reset. I had to rub my eyes if I was seeing things HAHAHAH
    - (Any) Luring cards before the Queen boss, 2 sometimes dont follow.

    GTI seems to work well if you walk slow enough but we also tested where we asked the tank to do a long run from the middle to the chamber. Upon reaching the furthest corner of the chamber and walking to the other corner, half the mobs suddenly lost aggro and stopped walking. We are reminded of the way where mobs would stop moving if a character is not in range or gets ported out of the map.

    It also is more noticeable if the tanker moves really fast. WI and DMP seems to be easy to lose mobs cause we're always running as fast as possible to the next bosses.

    Thoughts:
    Did aggro range change? Is the an issue with character locations or something haha


    Hope this helps! (Attached Picture of the GTI instance where we lost mobs just by sticking to the wall LOL)
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Wednesday, October 09 2019, 05:12 PM #Permalink
    It's two different issues really.

    The first is mobs resetting when you run against walls or turn sharp corners around an object etc. This is because I had to put in a check to ensure the monster can reach your location to prevent players abusing portals and the /unstuck command. Before the change you could pull a boss and run through a portal or use /unstuck and it would just stand there like a lemon while the rest of the party damaged it without consequence.

    I am guessing that if you run right up close to a wall, the system I am using to check your location is probably not refined enough - it's giving back unreachable coordinates so the monster is resetting.

    I will try to correct it but if I fall short on finding a solution I will simply revert the change and remove all portals that lead back to the previous dungeon room. It would only really affect Laioha and the last area in Von Stein's Mansion anyway. This still leaves a problem with the /unstuck command, but I will see if I can fix the coordinates issue before worrying about that.


    The second issue is actually not an issue. It's due to removal of some old code that I had enabled some time ago in a hope it would fix something else, but all it ending up doing was breaking monster aggro, allowing you to just run through entire packs of monsters and have them follow you without damaging them. I kind of knew about this but had no idea it was caused by that change until the other day when I was trying to fix issue one.

    When a monster is engaged by a player it will chase them for a pre-determined amount of time (followtime) and a pre-determined distance (followrange). If the player runs away for longer than the followtime without hitting AND damaging (or provoking) the monster, or the monster hitting the player, it will first look for another target (party member) and switch to it, or if there is no party member in range and on it's aggro list (either from the player damaging it, or from being healed by an aura or potion) it will reset and run back to it's spawn point on the map.

    The same happens if you run further away than the monsters set followrange, without hitting it or getting hit by it.

    When you hit the monster, or it hits you, the followtime is reset and begins again - which is why you can lure monsters by doing damage to them every so often - they will just keep following you forever - providing you hit them within their followtime and stay within their followrange.

    However, due to this old piece of code that I enabled, the followtime was getting reset every time the monster recalculated it's path to get to you - causing it to follow you forever, or until you got further away than it's followrange, but due to many dungeon monsters having a really high followrange that rarely happened.

    Tanks will be required to alter their playstyle and actually use some skills to keep packs of monsters aggroed as was originally intended, not just run through them on mounts. Both tanking classes have several ~30s cooldown AoE skills that can keep a large pack of monsters aggroed on them indefinately whilst luring. I have tested this myself on Templar using Fate and Destiny skills to keep Laioha Hell Mode monsters on me for as long as I wish without them resetting or turning to other party members.
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Wednesday, October 09 2019, 10:11 PM #Permalink
    Fascinating, will adjust then and see how it is. It just felt weird cause I do not think it was also included in the update patch notes so we didn't expect such a change

    Thanks Sedy :D
    Reply voted down Show
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