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  1. #41
    Founder Ziggy's Avatar
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    Quote Originally Posted by Eladrin View Post
    The in game GM was incorrect. Your charisma has no effect on whether or not you will be targeted first by monsters. In fact, with rare exceptions, neither does your class or race. (Rust Monsters prefer to eat tasty Warforged, for example.) A character with a high Charisma will, however, have better success with Diplomacy and Intimidate, which will alter a monster's targeting decisions.

    There was a longstanding bug where the player farthest away from the monster when it activated would typically be the monster's initial target, but that's been fixed. (That bug did make it very likely that the arcane casters or healers would be the monster's initial victims.)
    Thanks
    R.I.P. Xoriat 8/2/07 ______________[]Ninja Posts:726.5 bunninja is watching
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  2. #42

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    Quote Originally Posted by Eladrin View Post
    There was a longstanding bug where the player farthest away from the monster when it activated would typically be the monster's initial target, but that's been fixed. (That bug did make it very likely that the arcane casters or healers would be the monster's initial victims.)
    Thanks for posting fact about cha, Eladrin. It is appreciated. The situation remains about detection when soloing. (so I assume as well when grouped as why would there be two different systems)

    The exact setup that I can pull it off consistently 10/10 times is in Sorrowdusk. Head for the hell hounds, (kill them off so they don't nip at your heals), and head up the hill towards the oger and troll.

    Every time, even if the npcs ARE looking in the direction of my solo fighter, they won't bother to agro until I'm face to face with them for the most part. I could run by them without getting hit every time if I wanted.

    If I take in my sorc or my bard (solo again) I'll get about 40 feet from them and I'll already have agro.

    Add in the fact that with my fighter, the oger that is a bit higher up on the hill and to the left of the archway you walk through never agros on my fighter until after I start running up the rocks towards him. Yet if I have my bard or sorc there, that oger will already be making his way down to bust my chops.

    I can repeat this every single time.

    The agro system, solo, should be the same for any character yet this is proving it is not. And no, I don't wear command armor on any of my characters.

    My fighter (25% striding) and sorc (10% striding) are drow, my bard is a halfling (30% striding).

  3. #43
    Community Member Jolani's Avatar
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    The problem with casters being targeted first, is that all monsters do it, even mindless undead and vermin. Zombies, scorpions, and the like should not be able to decide what to attack. Players are intelligent, a simple spider is not.
    Exile of Xoriat
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  4. #44
    Founder Roguewiz's Avatar
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    Mob aggro in this game is screwey. I've watched a mob, that was engaged with another PC, break combat and charge me for no reason, take a swing...crit, and run back to the tank. Then I get berated for pulling aggro. I always laugh at the morons that say "Well you shouldn't be getting aggro."

    (Granted, I have a big "shoot me, I'm a squishy" sign painted on my butt. I'm a firm believer that all Archers in this game come equiped with "Arrows of Raquelis Seeking")

    Smart AI is fine, however, the smarter the AI, the less fun the players will have. If you have mobs performing the same things that players can do, we wil eventually lose interest.
    Rangers don't die, they just teleport to their bind point.

  5. #45
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    Default If I were a monster, I would attack casters first.

    When we fight the monsters, it isn't uncommon for our fighters to jump over their fighters to get to their casters. I makes sense to me that the monsters would also employ this logic (well, at least the intelligent ones.)

    Then again, if they were like us, their casters would keep casting Finger of Death on our casters. I don't think that would be much fun for us (although it would make Deathward even more popular.)
    Mabar-Argonnessen
    Turing Machine: WF Wizard 14 - Planck Constant: Dwarf Fighter 13 / Paladin 1 - Elemenope Qu'oresti: Drow Ranger 14 - Zermelo: WF Sorcerer 12
    ... and others

  6. #46
    Community Member Tavok's Avatar
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    Quote Originally Posted by Wulf Ratbane View Post
    WAAAAAAAAAAAAAAAAAAAAAAH.

    How friggin easy do you need this game to be?

    For god's sakes, man up, Nancy.
    I think shes arguing the point that this is a big nerf to us, not to the mobs. The fact that our sneak does very little but they can go invisible right in front of us is kinda BS.

    I think that they should introduce a skill respec with this mod also, since this would be screwing over a lot of people who didn't originally take spot or listen.

  7. #47
    Community Member Zyklon's Avatar
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    Quote Originally Posted by Riddikulus View Post
    I like the change. I always thought it was cheesy that we could tab target an invisible enemy and shoot at it.
    They need to fix See Invisible then (which is suppose to show hidden creatures), because when I first got an item clickie I though cool, I can see all the hobgoblins, etc... It never worked. Thought it would show the outline like a high Spot/Listen.


    -

  8. #48
    Founder SneakThief's Avatar
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    Quote Originally Posted by Zyklon View Post
    They need to fix See Invisible then (which is suppose to show hidden creatures), because when I first got an item clickie I though cool, I can see all the hobgoblins, etc... It never worked. Thought it would show the outline like a high Spot/Listen.


    -
    See Invisibility is only 'supposed' to let you see creatures that are magically invisible, not sneaking.
    It's supposed to work the same way for the mobs, though for them See Invisible means even a 40+ hide/ms cant get by them, soo.

    Quote Originally Posted by SRD
    See Invisibility
    Divination
    Level: Brd 3, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 min./level (D)

    You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
    The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
    Quote Originally Posted by EULA
    As part of your Game experience, you can input language and upload content to our Servers in various forms ... (collectively, the "Content"). Content created by you must not: ... (f) restrict or inhibit any other user from using and enjoying the Game.
    See, even the EULA says its a game and supposed to be fun. EvilDuckie-DuckieBot

  9. #49
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    Quote Originally Posted by Eladrin View Post
    In fact, with rare exceptions, neither does your class or race. (Rust Monsters prefer to eat tasty Warforged, for example.)
    Do you also have it in the code that all other "alignment = neutral hungry" monsters go after things made of meat?

    I suppose oozes can have a sweet ...tooth? for the woody bits, but I can't picture a great big spider being inclined to take a second bite out of a warforged "just for the taste of it".

    I know 'forged already have a lot going for them with all the recent changes, but I think "tastes like furniture" is a reasonable special quality.
    There was a girl warforged named Cleaver.
    Every man that she loved would soon leave her.
    They all left so fast / as they couldn't get past
    the fact that she has a Brass Beaver

  10. #50
    Founder Braddock_Tharmwell's Avatar
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    Default hehehe

    Don't tell the Dev but some folks have been sorta been abusing the whole Aggro on the Caster mechanic lately. (shhhh)

    Group up, send the Caster to go gather up some mobs, and run back and get behind or into the middle of the sheild blocking semi-circle or circle of Sheild holders and start nuking baddies. A tight formation is a safe place for the Caster and they will keep Aggro until everything is near dead or just in mop-up phase.

    Think of the movie "The 300" for sheild formation styles. LOL

    Just use what you perceive as a benefit for them, against them. It is lots of FUN!

  11. #51
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    Quote Originally Posted by DrAwkward View Post
    I suppose oozes can have a sweet ...tooth? for the woody bits, but I can't picture a great big spider being inclined to take a second bite out of a warforged "just for the taste of it".
    Real spiders base their attack priorities on the movement of the victim. DDO's spiders have "tremorsense" for this. If it moves like their food, it is their food.

  12. #52
    Community Member Arnya's Avatar
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    Quote Originally Posted by MathGeek View Post
    Then again, if they were like us, their casters would keep casting Finger of Death on our casters. I don't think that would be much fun for us (although it would make Deathward even more popular.)
    Actually, thics kind of happens now. Add caster beeline to slay living and yeah, not too much fun in some quests for casters... why I keep running TR for as many death ward clickies as I can get
    BLACK MANTIS - Sarlona
    A r n y a - T o r c h e - S l i m m - D e b t - E p o x y - R e t r o g r a d e - P i n e t r e e
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  13. #53
    Community Member Dragonhyde's Avatar
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    It has become a long standing joke among my guild and friends that my main bard is used as a decoy for undead especially mummies. For some reason mummies will go through firewalls and 3 or 4 high dps tanks just to cast and take a swipe at her. It will be interesting to see if the next mod has the same aggro mechanic for undead. I have only seen this behavior with undead. I have had wraiths and the like make a beeline for me even after being hit by someone but I have never had a giant or orc do that unless I had cast something on them like a dance sphere.
    Halflings Rule and never irritate anyone that can cast dispell

  14. #54
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    Quote Originally Posted by Gimpster View Post
    Real spiders base their attack priorities on the movement of the victim. DDO's spiders have "tremorsense" for this. If it moves like their food, it is their food.
    Thats why I said second bite.

    POUNCE! Chomp....ptooey, bleh. So sorry, carry on.
    There was a girl warforged named Cleaver.
    Every man that she loved would soon leave her.
    They all left so fast / as they couldn't get past
    the fact that she has a Brass Beaver

  15. #55

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    Quote Originally Posted by DrAwkward View Post
    Thats why I said second bite.

    POUNCE! Chomp....ptooey, bleh. So sorry, carry on.
    But what if you had special seasoning covering you? Like that halfling that tried to step on your foot?

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