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Mob's aggro distance not precise enough. Can we customize aggro distance drawn? #14
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A dynamic mob aggro range tracker which will update accrutate data is already in the planned features. Would be cool because there are a few monsters where it's off by quite a bit |
Sorry for the late reply. Yes this is already planned. I just dont have a clue how to meassure it correctly since i noticed that getting aggro is not always instant. I was thinking to give all mobs generally a little bit more if the hitbox is big. Bigger mobs tend to have a larger area. |
this would be a gerat feature and I'd love to help if you need to test some certain mobs btw I noticed you said
yes, though this is no news anymore just FYI it is related to the 3-second server ticks - at least that's how we test savage bosses, as far as I know. i.e., if no aggro in 3 seconds then it's safe to say the aggro range is smaller than that. I assume it's the same system as in DD but haven't tested it seriously. |
just addad an opt in data collection system helping me to improve mob information. |
Even though my character (or the player dot) stands visually outsite a proximity mob's aggro range (very close but still outsite), the mob can be pulled. I can be sure the mob isn't moving.
Currently only found this in HoH, I haven't tested it in other deep dungeons yet. But judging by the code the aggro distance is a fixed value, so it should be the same in all the cases.
I am thinking it's probably a good idea that we would be able to change/tweak this value to our liking in configuration.
Where?
Instance: HoH
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