Get rid of the mob boomerang effect where they bounce back to full health when they've gone past a certain boundary.
Get rid of the mob boomerang effect where they bounce back to full health when they've gone past a certain boundary.
No.
What they should do, is calculate their distance based on radius, not elevation. For example, the beginning area for volcano in Raver's Refuge has a lot of hills, so everything snaps after traveling a very short distance. This is especially difficult when bosses are supposed to be kited.
Getting rid of it would probably cause some exploits. IMO the main reason it's here is for that reason, otherwise you could pull everything to where it can't touch you because of terrain and aoe nuke every mob at once.
It also servers to reduce lag. If someone were to pull 200 or so enemies into one area, the hamsters would probably just quit.
they have to reduce dramatically when it's from one boss spawning point, so you don't get the drow karas to the stairs, for example
and would remove mobs' backstep so they don't jump in the wall(and there are some quests where you need to kill em, like spiders before boss fight in soto, or archers in corridors in tomb of... forbidden think it was)
the white box is a great idea, but awfully developed/programmed
They already have dungeon alert for that. No need for TWO frustrating, silly and logic free mechanics. If I was playing pen and paper, and the DM said
"Oh, sorry, these mobs ran too far from where I spawned them, so they teleport 100 feet back the way they came. They are also fully healed and all your spell effects are removed from them. Stop using the dungeon I designed in a way I didn't forsee and fight where I planned you to fight!"
I would either assume they were joking, and if they actually followed through with it, would probably stop playing with them. The fact that people play DDO even with all the stupid stuff like whiteboxing is a testament to the other good things about it...honestly, this game could be one of the biggest MMOs out today, it has so much going for it.
I call it rubberbanding, and whoever thought this would be a good mechanic should rethink their career choice. This does next to nothing to enhance the player experience and is incredibly frustrating to deal with in some circumstances. It is extremely punative to first timers who don't know the radius of a specific mob, which changes greatly based on the whim of whatever idiot developer decided to implement this.
As for saying that it helps avoid situations where players exploit the terrain...well make mobs with better AI, or quests with more exploit-free zones and problem solved...without causing the player needless frustration because the boss they were beating down strayed 10 more feet and miraculously gained the ability to be come impervious to damage, zoom across the room and heal 100k hp in a few seconds.
In PnP the gamemaster has the choice of having the mobs NOT follow the players. In DDO, like in most MMo's the mobs will follow any toon they have aggro on, that is why they must implement some system to keep them wehre they are supposed to be.
OK, the system could be better, maybe the mobs shouldnt return to full health. It might be better if they just gained X% health back when returning instead, or chugged a few pots on the way back.
sorry but you are mixing things imo
1st dungeon alert? if you were DMing you wouldn't call all the mobs in the area, simply would spawn MORE, actually you only call mobs through doors (they pull the lever to reach you, thank you for opening the path)
2nd if you were DMing you don't need to tell anything to those mads pulling mobs, are they running? no trouble, next cross is a dead end (if your intention is to make your players follow a concrete path, is quite easy to do)
3rd terrain and ai? yes, mobs don't know what does jump mean, they just slide vertically or in an understandable diagonal to you, your hire is unable to jump a 1/2 feet step, quite useless the ai in both cases (your hire won't follow you if you jump down, some mobs do, the hire only when out of range and gets teleported)
4th boss recovering 100% in half sec is frustrating? yeah i know, then it should be 25% / sec enough? when stops healing? or do you want the boss to simply stay there and get damage? like drow karas in lord of dust (i love this example to point why does white box exist for... in a boss where it seems not implemented XD)
must say if 1st and 3rd point were solved this game difficulty would increase awfully, and zergers would disappear, i mean the entire zerger population XD
2nd point? i recall the invisible walls in old rpg games (you were unable to cross this point in all the game, or only with some requisite) so not sure if the quest progression could lock doors/corridors, that would mean more bugs, nasty ones must say
4th point, the frustrating one, boss should have to be killed in their room, like in Sword Art Online (a manga, not too long, at least the SAO part, dunno if there are more) that means if you leave the room, you can heal yourself, raise, whatever, but can be sure that boss will do same. Of course some quests should have the exit door locked, just to make it more interesting
the more information a pc recquires to process, the slower it goes, that's nothing new. in pnp you have seconds, even minutes to take a decission, do u really would like to see the same ingame? that would be reported as lag but in fact it would need such amount of checks that nobody would play ddo
that would work if ddo was turn based (or rounds, or whatever its called in english the 6 seconds action), and if it was so casters could use spell slots, but used as in pnp
we can't mix everything you can do in pnp with things that can be done in mmorpg, cause the bandwith restrictions, the pc recquirements, the devs involved(not sure if ddo devs have ever played pnp, think not), etc
like i said before: white box is a good idea? yes, but awfully developed/programmed
just notice white box removes part of the dungeon alert (cause that mob loses his aggro target) and trust me, its far more helpful to players than harmful cause how it's implemented XD
From the title, I thought the OP was talking about the part where monsters circle-strafe you at light speed, which I would /sign unreservedly.
But rubberbanding? No, I prefer that one stay. In fact, I'd prefer it be made more consistant. If you're running through the vale, some monsters will rubberband, but others (lions mostly) will chase you around the moons of Nibia and 'round the Antares Maelstrom, and through perdition's flames before giving up.
Kobold sentient jewel still hate you.
While I have no issues with them getting rubber banded, regaining full health is BULL. Have them go back to not agrooed, and healing after rubber banding? Sure.
Too often I'm in the middle of killing them and they pull the "Oh ****, its going to kill me. RECALL!!!!"
Or take "Lost in the Swamp" The farking Will o'wisps CONSTANTLY fall in the dam water only to respawn at full health.
The leash was added because the AI was exploitable and was exploited prior to that.
I agree with Missing Minds though that the return to full health is annoying and I don't see any game value in it.