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Zoo behavior

Posted: Sun May 04, 2014 11:11 pm
by Omnivore
Current zoo behavior is rather counter-intuitive, AoE attacks only cause damage to zoo occupants who can see the attacker regardless of whether or not they are within the AoE of the attack. Moreover, undamaged mobs adjacent to mobs that are damaged do not respond in any manner to the event. Old Forest is an easy place to observe this with any caster class using an AoE spell.

I propose that damage to any of the zoo inhabitants cause zoo inhabitants to go into a 'wander' or 'random walk' behavior if an adjacent mob is damaged even if they cannot see the attacker and allow all zoo inhabitants to be damaged if they are within the AoE of an attack regardless of whether or not they can see the attacker. Thus AoE attacks would work as expected and a level of tactical considerations would be added to the game (stirring up the hornet's nest so to speak).

Thanks and now back to playing! :)

Re: Zoo behavior

Posted: Mon May 05, 2014 1:44 am
by The Revanchist
I am reasonably certain that this has been proposed before.
I think I participated last time it was brought up, for sure.

I don't remember how it turned out, though. :?

Re: Zoo behavior

Posted: Mon May 05, 2014 7:31 pm
by Faeryan
Reasonable suggestion, but it would make long range casters even better while melee chars benefit less from it.

Like Rev, I can't remember the last similar thread outcome, but I do remember someone explaining the behavior with performance issues. A lot of 'active' monsters on map would considerably slow down the game.