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- Here's something to help with speed-running, etc. To make it so the developers don't have to go through every dungeon to check for speed-run balancing acts, the developers should instead cause the enmity to cascade, or distribute across the entire party once a party member attacks / etc. a monster. For instance, here's how it currently works...
- [b]Party[/b]
- [i]Member A[/i]
- [i]Member B[/i]
- [i]Member C[/i]
- [i]Member D[/i]
- Member A is the tank. They attack a monster. All monsters linked to that monster will immediately move all enmity to the tank:
- [b]Party[/b]
- [i]Member A[/i] << All Enmity
- [i]Member B[/i] << NaN / -1
- [i]Member C[/i] << NaN / -1
- [i]Member D[/i] << NaN / -1
- Since the enmity value of all the other party members is actually NaN (or -1) rather than zero or "1" the monsters do not appear in the enemy list. (Which is unfortunate for any healer in the party. They can't see if the aggro meter might change immediately and whatnot if they heal the tank.) Instead of doing the above, I suggest that the aggro/enmity system change slightly:
- [b]Party[/b]
- [i]Member A[/i] << All Enmity
- [i]Member B[/i] << 0 Enmity / 1
- [i]Member C[/i] << 0 Enmity / 1
- [i]Member D[/i] << 0 Enmity / 1
- Instead of Nil, or -1 or NaN, this would be used, causing the whole party to have some enmity of sorts. When the person with the most enmity goes out of chase range, the monster will switch to the closest person in the party link, rather than going back to its spawn and turning invuln / yellow. This CAN be abusable in the over-world, to a degree. But, you can make a separate system to warn players of this when a party member attacks an enemy, such as "Party members are now linked. Enmity is shared."
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