View Full Version : The red border around an aggro NPC's name should no longer change when the encounter is locked.
Sunth
03-14-2005, 10:58 PM
<DIV> The red border around an aggro NPC's name should no longer change when the encounter is locked.</DIV> <DIV> </DIV> <DIV>From the patch notes. </DIV> <DIV> </DIV> <DIV>This was a nice feature. It allowed you to tell yourself when the encounter was locked, it also let the group know which mobs have been taunted and which haven't. Please don't push this change to live. </DIV>
ghosthamm
03-14-2005, 11:12 PM
<DIV>Yes, but the problem i saw was when not in encounters npcs going in and out of aggro. They would walk right by you without attacking, then all of a sudden they would turn aggro and be attacking you</DIV>
It was a nice feature, but as the above poster mentioned, it caused a lot of confusion too. You would run into situations where someone was fighting a creature and they didn't appear aggro to you, then when the player would run or die, suddenly the creature would flip back to aggro again and take you by surprise.Likewise, if someone ran from an encounter, for a short period of time while the creature was wandering back, they would not be aggro. Then suddenly they would change back to aggro again mid journey and again catch players off guard.Finally, there was this rare bug due to this I encountered once or twice where creatures that wandered set patrol routes, might flip back and forth between aggro or not depending on how far away they were from their spawn point.Anyway, it was a neat feature, but caused too many problems and too much confusion.
Sunth
03-15-2005, 04:41 AM
<FONT color=#ff3300></FONT><BR> <BLOCKQUOTE> <HR> Utess wrote:<BR>It was a nice feature, but as the above poster mentioned, it caused a lot of confusion too. You would run into situations where someone was fighting a creature and they didn't appear aggro to you, then when the player would run or die, suddenly the creature would flip back to aggro again and take you by surprise.<BR><BR>Likewise, if someone ran from an encounter, for a short period of time while the creature was wandering back, they would not be aggro. Then suddenly they would change back to aggro again mid journey and again catch players off guard.<BR><BR>Finally, there was this rare bug due to this I encountered once or twice where creatures that wandered set patrol routes, might flip back and forth between aggro or not depending on how far away they were from their spawn point.<BR><BR>Anyway, it was a neat feature, but caused too many problems and too much confusion.<BR> <HR> </BLOCKQUOTE> <DIV>There are two bugs. </DIV> <DIV> </DIV> <DIV>Bug A: While fighting a normally aggro mob, the red glow from the mob is removed. This makes sense because the mob is no longer aggro to anyone. No one except for the group killing the mob can be placed on the mobs hatelist. If someone else runs by the mob, and the orginal group fails to kill the mob, the mob wont aggro someone that is long gone, only someone thats standing there watching the fight if the mob is still at home position. Yes, if you are standing at a mobs home position, and someone trained a mob off that was aggro, it wont appear aggro until it gets back home and then the glow will return. This means the red glow is describing the mobs behavior perfectly. Bug A is not a bug at all.</DIV> <DIV> </DIV> <DIV>Bug B: Mobs that wander go in an out of aggro. This bug has always exsist, but now we can see the bug with the aggro glow. Perfect, now instead of not knowing why a mob is aggroing me sometimes and not aggroing me other times, I can see that in certian parts of its patrol route it wont wander. The fix is not to fix the glow on the mob, but to fix the aggro on the mobs themselves. I assume this fading in and out of aggro is intentional to keep the mobs from aggroing through walls and doors and such. I've watched many patroling clay guardians in Ruins of Varsoon and most of the time when they deaggro its near a door or where another path crosses. </DIV> <DIV> </DIV> <DIV>If all they are doing is changing the red glow they aren't changing the way the mobs actually work they aren't solving any bugs. They are <FONT color=#ffff00><STRONG>TAKING AWAY</STRONG></FONT> information from us. </DIV> <DIV> </DIV> <DIV>Infact if they want to solve Bug B, its better to leave the system alone as it is now. Then explore the world watching the mobs and adjusting the mobs themselves. There are lots of places (like on the Griffon hill in Thundering Steppes) where this non aggro behavior makes no sense. If we revert back to the old system, we must go back to wondering if a mob is going to aggro or not instead of knowing based on the glow. As long as a mob actually has a red glow the instant it aggros me then its working correctly. </DIV> <DIV> </DIV> <DIV>I really like the <STRONG><FONT color=#ff0000>new red glow system</FONT></STRONG> over the old guess if it will aggro system. At the very least add a third glow. Make a <FONT color=#ffff00>Yellow Glow</FONT> for mobs that are normally aggro'd but can't currently be aggro'd. This might apply to gray mobs as well. </DIV> <DIV> </DIV> <DIV>The first thing I thought when I read the patch notes was. <FONT color=#66ff00><STRONG>Hey if mobs that are normally aggro are not aggro to the player when he is in the group, when he is standing in a group of grays how will he know not to disband his group right there? </STRONG></FONT>So if you want to fix this new system, that is the question you should answer first.</DIV>
brow27
03-15-2005, 09:16 PM
I actually had no problem with the aggro system as it was before. I never once got aggo from a mob without the red glow around their name. However, after the patch was put in, I DID get aggro from mobs that showed as non-aggro. If, as you say, there are different mob aggro states depending on a portion of their patrol, I think that having various colors representing their aggro state is a great idea. Red for a typical aggro state, another color (such as yellow), to represent they are locked (or I suppose they could show the person who locked the encounter the padlock that everyone else sees, though the color is better), and maybe even another color to represent that it is normally an aggro mob, but for some reason won't aggro temporarily due to pathing/broken encounter.
Sunth
03-15-2005, 09:52 PM
<BR> <BLOCKQUOTE> <HR> brow27 wrote:<BR>I actually had no problem with the aggro system as it was before. I never once got aggo from a mob without the red glow around their name. However, after the patch was put in, I DID get aggro from mobs that showed as non-aggro. If, as you say, there are different mob aggro states depending on a portion of their patrol, I think that having various colors representing their aggro state is a great idea. Red for a typical aggro state, another color (such as yellow), to represent they are locked (or I suppose they could show the person who locked the encounter the padlock that everyone else sees, though the color is better), and maybe even another color to represent that it is normally an aggro mob, but for some reason won't aggro temporarily due to pathing/broken encounter.<BR> <HR> </BLOCKQUOTE><BR> <P>I've never once got aggro from a mob that didn't have a red glow around it. I don't understand how this happened to you, except in the few extreme cases I mentioned above. </P> <P>Before this change. Often I could stand in the middle of a non-aggro'd red glow mob and it would not aggro me, no known reason. At least with this new system the mobs typically behave how they appear they should. </P>
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