Torc
Systems Developer
So with the goal of saving on path cycles to keep lag off the server we recently reworked monster AI in several ways.
1. Better De-aggro logic: Monsters will now be bit better about dropping aggro against players they have no hope of catching, and dropping aggro against players who passed them by but were never primary targets and might be long gone. Note this does not effect the duration they'll contribute to dungeon alert, only killing them or waiting for the alert to cooldown will do that once they've aggro'd and added to the alert level.
2. Skips going home: Monsters will no longer try to path home when they drop aggro. Sometimes these paths could get very long and expensive. We may eventually have them teleport home but given the players may want to go back and re-acquire them we're leaving them where they "lost the player" in this preview. Monsters on landscapes will still leash normally which is the teleport they do with the little yellow stop sign when they get pulled to far off their spawn point.
3. Archer/Casters will generally try to run from you less often when you get close to them. These AIs when they got jammed into corners would spend a lot of time failing to find a good spot, and we feel it's not worth the server cycles. An Archer/Caster will still occasionally move away from you, especially when they first aggro, but typically won't spend cycles trying to maintain distance anymore. Mobs with baked in jump back animations will still do those behaviors though.
1. Better De-aggro logic: Monsters will now be bit better about dropping aggro against players they have no hope of catching, and dropping aggro against players who passed them by but were never primary targets and might be long gone. Note this does not effect the duration they'll contribute to dungeon alert, only killing them or waiting for the alert to cooldown will do that once they've aggro'd and added to the alert level.
2. Skips going home: Monsters will no longer try to path home when they drop aggro. Sometimes these paths could get very long and expensive. We may eventually have them teleport home but given the players may want to go back and re-acquire them we're leaving them where they "lost the player" in this preview. Monsters on landscapes will still leash normally which is the teleport they do with the little yellow stop sign when they get pulled to far off their spawn point.
3. Archer/Casters will generally try to run from you less often when you get close to them. These AIs when they got jammed into corners would spend a lot of time failing to find a good spot, and we feel it's not worth the server cycles. An Archer/Caster will still occasionally move away from you, especially when they first aggro, but typically won't spend cycles trying to maintain distance anymore. Mobs with baked in jump back animations will still do those behaviors though.
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