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Mob detection range is too long.

Posted: Sun Dec 02, 2012 11:18 am
by altalus
When I started playing the private server something bothered me but I thought it was because I was not used to being lvl 1 again and it was the range of the detection and the link behavior of the mobs.

I choosed to create a lvl 1 on on retail to test it... and it is most definitly wrong.

1- Detection range is way too big. I'll do more test on retail to get the exact range but where in the source do I change it ? Doens't seems to be in battleUtil or CAI*

2- Link behavior problems. The mobs does not respect their "detection" behavior before linking. For example, the Yagudos detects by sight. Yet they link even if the mob did not see the it's brother getting pulled.

2a- Mobs are supposed to link if they detect the *original mob* being attacked no ? Now I can pull a zone because I attacked mob A, mob B links to A, mob C links to B, mob D links to C, and on and on :)

Re: Mob detection range is too long.

Posted: Sun Dec 02, 2012 3:02 pm
by ex0r
Just like monster 'roaming', their LOS and detections are also inaccurate. Until roaming is working as it should, this is something you'll have to deal with.

Re: Mob detection range is too long.

Posted: Sun Dec 02, 2012 3:41 pm
by altalus
Allright ! Works with me :)

Makes things harder... and more fun I suppose :P

Re: Mob detection range is too long.

Posted: Thu Dec 13, 2012 12:28 pm
by bluekirby0
Detection range seems to be pretty accurate. You can test with Apradar by turning on the overlay with aggro range turned on. If you keep anything aggressive out of that circle, you won't get aggro.

Re: Mob detection range is too long.

Posted: Fri Dec 14, 2012 2:44 pm
by altalus
bluekirby0 wrote:Detection range seems to be pretty accurate. You can test with Apradar by turning on the overlay with aggro range turned on. If you keep anything aggressive out of that circle, you won't get aggro.
Well I'll be damned... you are right indeed.

Now the only problem is the link behavior :P