Quote Originally Posted by Grekumah View Post
Greetings, everyone.

Since there seems to be some confusion, I’d like to clarify with a longer explanation about how this actually works.

When it comes to range for abilities there are two types:

  1. Range needed for ability usage
  2. Range that is checked internally when an ability is used


The requests in this thread to increase ability range fall into the former category, and the server stress that was mentioned in the previous post is referring to the latter.

When using Accomplice and Collaborator, the game internally checks the enmity of all characters and monsters in a certain range around the player using the ability. As another example, when using Trick Attack, Decoy Shot, or Super Jump, the system checks the enmity of the players and monsters in front or behind you. For these abilities, the range of what is checked is limited to directly in front or behind you, and because of this valid distance is longer than Accomplice and Collaborator.

With that said, it’s not as simple as increasing the range (#1 above) without giving consideration to the effects on #2. Meaning that if we were to increase the range for these abilities so they can be used at a greater distance, the range for the internal enmity check would also increase causing increased server stress.

Additionally, when Accomplice and Collaborator were created, the development team pushed the settings to the limit for the internal enmity checks, and due to this it is not possible to expand the range any further.
thanks for the explanation. unfortunately, this leads to abilities that are virtualy useless under current game play. with most parties making absolutely no effort to keep hate on the tank the thief is forced to move all over the map. with this system as currently implemented the thief has to run almost to the backline to use Accomplice/collaborator then run back to the tank-carrying all the hate he's trying to shift in the hopes that for the time it takes to get off an SATA WS on the mob from behind the tank and then freeze it with conspirator, all while the mob is shifting position and the party is chasing it. Pulling it off is a miracle. and I don't understand the load, WE are manually designating the target when we use either ability so why the need to check all enmity? a single check, only on the designated character is all that is necessary. making it instant means no need for a continuous check. and if these are all a flat numerical value at the time of use... well what's the problem? change the mechanism in line with how the ability is supposed to work, because it sounds like as is you created a lot of unnecessary load for single-target abilities. Now, if the ability stole the enmity for all in range and put it on the thief, I could see the issue.