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  1. #1
    Player Ulth's Avatar
    Join Date
    Dec 2013
    Posts
    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    I think I might still be confused. The cause of the stress is from the number of mobs it has to check. You don't want to increase the range because you think it would cause more mobs to be checked. Wouldn't it make more sense instead limit the number of mobs it can check? Because if you aggro a room full of mobs they aren't going to politely wait outside of 10 yalms. I've seen people farming have a whole zone worth of mobs right on top of them. Also why does it need to check all the characters' enmity, wouldn't you need only the enmity of the character who is the target, and the character who is the user?
    (1)

  2. #2
    Player Randnum's Avatar
    Join Date
    Oct 2011
    Posts
    70
    Character
    Risae
    World
    Leviathan
    Main Class
    NIN Lv 90
    Well, two points, which I'd be happy to have 'torn apart'.

    Firstly, haven't we all known for the longest time that there's something additional done when hate values change largely? Hate resets on mobs don't cause them to immediately change their target, something else must happen. I think we're all familiar with things like Resheph's Tarsal Slam where the hate reset takes place after. This might be a consequence, or it might be a workaround of something else, but either way it's a strong indication that when hate values change heavily for things other than damage, at least, weird mechanics are involved (possibly trigger based?).

    The second thing is, as I'm understanding this, if you want the range increased, you are talking about the THF being able to attempt to steal enmity for target player on all mobs within a certain range of the THF, right? We want to 'stay closer to mob yet take more enmity off targets'. I'd see how the 'reduce number of mobs checked' would work. I don't know about others but I actually purposely do use those abilities often to grab hate off a large number of enemies.

    It sounds like what is desired should still be possible though. Increase range at which THF can target another player, leave range of 'enemies around THF that are checked for enmity change' the same. This should only matter if the two are related, right? No matter where the load comes from, if the only thing changed is 'distance that target player can be at', there should be no change in load.
    (0)

  3. #3
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    the spaghetti code has been the cause of many a blunder... I wouldn't be surprised if thats the root of it.

    Pets getting Samba

    SATA working with ranged WS

    Elemental Siphon animation not working properly, they fix it then the text is broken, so they just reverted it and said "fuggit".

    so on lol
    (0)

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