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geee... can those mobs stop attacking when one speaks with NPS?


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#1 ExtremelyPoliteGuy

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Posted 20 September 2013 - 16:36

It doesnt make game hardcorish or much interesting at all :D

Annoying. You have to skip dialogs or fight off with open dialog box.

Would be great if aggro loses as dialog starts and mobs do not attack while the dialog box is active.


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#2 Fizban

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Posted 20 September 2013 - 16:51

Maybe NPC's in safe areas? just a thought.


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#3 ExtremelyPoliteGuy

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Posted 20 September 2013 - 16:55

Dont know... in most games i played - mobs did stop following you.

 

As for safe areas - there could be some like in void Tutorial... creeps could keep following you but no chance crossing the barrier around NPS.


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#4 l3fty

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Posted 20 September 2013 - 19:12

Where'd this happen? The location might be too close to a mob area, or it might need a guard stationed there.


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#5 ExtremelyPoliteGuy

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Posted 20 September 2013 - 19:16

Where'd this happen? The location might be too close to a mob area, or it might need a guard stationed there.

It actually happens everywhere :D

 

The last drop was a prophet build test run via HQ quests... just awful.

Guess all players will agree that some 3-5 yards barrier around NPC that monsters can not cross and a player cant use offensive skills in would be just great.


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#6 Irradiated

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Posted 20 September 2013 - 19:32

I don't necessarily think we need a completely safe area around the NPC.  If I've already aggroed a mob, nothing wrong if it chases me to the NPC.

 

But I do agree that a mob should not aggro on me while I'm talking to the NPC.  A safe range where nothing new can see me would be wonderful.

 

The first example of this is in Roshaven.  If a low level attempts to talk with the foraging trainer from behind you can aggro some of the bugs flying around.  This one, at least, can be avoided by carefully placing yourself as far from the bugs as possible while talking.


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#7 ernzor

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Posted 20 September 2013 - 19:52

If mobs lose aggro when you talk to an npc, people will use that as out sort of 'get out of jail' card if they are about to die. I like the option more of havin them not agro if you are already speaking with an npc.


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#8 Shady

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Posted 21 September 2013 - 16:00

in some games i played before mobs still followed you everywhere until you moved floor or a radius or something and this dont make it annoying in my opinion i think it just make it more realistic , think about it if a bandit attacked you in real life and you moved to your friend he will stop following you anyway its just a game i know but also mmorpgs must have some sort of sense right?



#9 Alpion

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Posted 21 September 2013 - 16:32

NPC's should be out of aggro range from all mobs (which they pretty much are here).  However, if a mob follows you to an NPC, then it shouldn't de-aggro unless it leashes on it's own from range.  I think things are fine here as is (at least where I've explored so far.)


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#10 Bryn

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Posted 21 September 2013 - 22:09

Where'd this happen? The location might be too close to a mob area, or it might need a guard stationed there.

 

There are NPCs in the HQ (in each of the corner areas: bookkeeper, defector, and 2 of the infiltrators) and in Nasaroth (Devona Shani) where you can still attract attention even if you are standing right on top of the NPC...


Bryn -  Prophet - lvl 45

Ullr -   Ranger -   lvl 32

Thud - Warrior - lvl 16

Payn -  Templar - lvl 16

Jinx -  Mage -      lvl 10

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Foraging - 45 | Farming - 45 | Prospecting - 45 | Forestry - 45 | Skinning - 34 | Fishing - 45 | Crystal - 45

Alchemy - 45 | Cooking - 45 | Tailoring - 9 | Leather - 9


#11 Anonemesis

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Posted 22 September 2013 - 15:00

I Agree with them not being aggro while talking to npc's, it's very annoying 


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#12 Anakiro

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Posted 23 September 2013 - 08:47

NPC's should be out of aggro range from all mobs (which they pretty much are here).  However, if a mob follows you to an NPC, then it shouldn't de-aggro unless it leashes on it's own from range.  I think things are fine here as is (at least where I've explored so far.)

 

This is exactly as it should be as far as we've been implementing it so far.

 

There are NPCs in the HQ (in each of the corner areas: bookkeeper, defector, and 2 of the infiltrators) and in Nasaroth (Devona Shani) where you can still attract attention even if you are standing right on top of the NPC...

 

These are all new NPCs that were released with the last patch, it's entirely possible they've been accidentally placed too close to creatures. It's certainly not intended to be that way and I'll look the ones mentioned in this thread today.

 

If anyone can think of any other examples I'll definitely have a look at them.

 

As for creatures not losing aggro when you first arrive at an NPC, that is currently working as intended.



#13 ernzor

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Posted 23 September 2013 - 11:25

the only one of those in HQ I had an issue with was the one in the weapon forge area. The other ones I didnt get bothered by straying mobs.


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#14 Bryn

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Posted 23 September 2013 - 21:50

I was standing behind the Infiltrator at the Red Fortress and attracted the attention of a mob from below... :huh:


Bryn -  Prophet - lvl 45

Ullr -   Ranger -   lvl 32

Thud - Warrior - lvl 16

Payn -  Templar - lvl 16

Jinx -  Mage -      lvl 10

__________________________________________________________________________________

Foraging - 45 | Farming - 45 | Prospecting - 45 | Forestry - 45 | Skinning - 34 | Fishing - 45 | Crystal - 45

Alchemy - 45 | Cooking - 45 | Tailoring - 9 | Leather - 9



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