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Amberwave

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1

Sunday, September 15th 2013, 4:38pm

Guild Honor Guard Aggro Range

Title: Guild Honor Guard Agro Range

Description: There was a report by the guild NCIS that the Guild Honor Guard was killing them on top of their castle during siege. I was not there, but I thought it worth reporting as I see this a possible with the added levels of the guards, as I have seen them destroy back buildings.

Version: 6.0.2.2656

Server: Osha

Screenshot(s): None

2

Sunday, September 15th 2013, 6:01pm

Title: Guild Honor Guard Agro Range

Description: There was a report by the guild NCIS that the Guild Honor Guard was killing them on top of their castle during siege. I was not there, but I thought it worth reporting as I see this a possible with the added levels of the guards, as I have seen them destroy back buildings.

Version: 6.0.2.2656

Server: Osha

Screenshot(s): None
Guild honor guards will continue to chain to the any "enemy" object that is currently in their aggro range from their current location. It is possible to "chain" them across the map if done correctly.

Lemonater

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3

Sunday, September 15th 2013, 6:49pm

Part o their aggro range problem could be their lvl cap raise.

ruisen2000

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4

Sunday, September 15th 2013, 7:48pm

Part o their aggro range problem could be their lvl cap raise.
This problem existed even before any level raise on the guards, though I guess it could be even worse now. I've even seen guild honor guard attacking my guild's honor crystal once lol.
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5

Sunday, September 15th 2013, 7:59pm

I've seen guards go into castles for ages, because, yes, they aggro on the nearest target, and if targets are closely spaced and close to in-castle targets, they would go there.

Any guild that can't kill a guard in their castle, be it regular or honor guard, already lost the match. Undefended guards are pushovers. When a fail rogue like myself can kill solo honor guard while already hurt for more than half his hit points, they are not much a threat. Maybe for alt-guilds in 500 point range...
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SaitoHajime

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6

Sunday, September 15th 2013, 8:06pm

I do not really see a bug in the behaviour of the guards, even less when they are now level85.
They are enemy targets and the siege NPCs have a really high followrange.
As instance mobs do, it will take a loong way usually to shake them off, even longer when you aggro them easier by being lower in level.


In general this would more fit into "NPCs are allowed to ignore LoS while players are not" affecting literally every NPC in the whole game.
But i'm not sure from the back of my head if that has ever been acknowledged as an actual bug by Runewaker.

7

Sunday, September 15th 2013, 11:11pm

using guild honor guards to attack gates and buildings, woot cause they are strong now

only problem i see is that rogues in hide can still walk right on over the guards and still wont get attack, seems a bit unfair since their aggro range is pretty long now.

8

Monday, September 16th 2013, 12:25am

using guild honor guards to attack gates and buildings, woot cause they are strong now

only problem i see is that rogues in hide can still walk right on over the guards and still wont get attack, seems a bit unfair since their aggro range is pretty long now.

What you forgot is the guards (all of them) will aggro immediately when they come out of hide. Guards no longer stand there like statues until they get hit.

9

Monday, September 16th 2013, 12:37am

using guild honor guards to attack gates and buildings, woot cause they are strong now

only problem i see is that rogues in hide can still walk right on over the guards and still wont get attack, seems a bit unfair since their aggro range is pretty long now.

What you forgot is the guards (all of them) will aggro immediately when they come out of hide. Guards no longer stand there like statues until they get hit.
however they should still aggro if a hidden toon passes near them since they r 3-5 lvls higher than us. a rogue in hide still aggroes mobs if they r higher lvl than him when gets abit close to them (before attack). if this doesnt happen with guards, this is called bug, imo.

ruisen2000

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10

Monday, September 16th 2013, 1:34am

Not sure about honor guards, but I've seen those small guards charge Rogues in hide very often.
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11

Monday, September 16th 2013, 2:19am

Not sure about honor guards, but I've seen those small guards charge Rogues in hide very often.
ok this is normal then

12

Monday, September 16th 2013, 2:19am

Seems to be the new strat for taking down gates.

As if the porting across the map wasn't bad enough
A real sysadmin knows how to change the time.
If you make the same mistake while trying to make up for the previous one, you are doing something wrong.

As much as I'd love to say I offer consulting services, the scope of things broken is too large.

Malignatus

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13

Monday, September 16th 2013, 8:27pm

Seems to be the new strat for taking down gates.

As if the porting across the map wasn't bad enough
Naw, old strategy. Occupy castle-side tower. Plant and upgrade Flame Towers in a line leading towards the gate in order to lure guards (and/or Guild Honor Guard) to castle gate. Towers attack castle-side balloons. Guards attack balloons and aggro on gate, then attack/kill the gate. Invading players kill defenders before they can kill the guards. Boom, gate goes down.

Similarly, I've seen defenders plant Electric Towers at the sally port closest to an occupied crystal tower. The range of the Electric Tower ("450") is great enough for it to attack one or more guards. Guards attack Electric Tower and then begin attacking buildings inside the castle, if they're within the guards' aggro range. A related issue is if a defender uses a Catapult to attack the tower/guards. Guards aggro and climb the wall to attack/kill the Catapult. Usual lowbie in the Catapult gets killed by guard(s) after the Catapult is destroyed. Aggro range to the nearest building is *usually* too far, so the surviving guards go back to their "home" tower.

Also similarly and related to guards attacking the gate--if the gate goes down (guards not killed by defenders), they can and will aggro and attack/destroy buildings if they're not stopped.

It's not a matter of whether or not a guild is too weak to kill the guards if the invading players *kill the defenders* before they can kill the guards. And remember that the Guild Honor Guard can be targeted (put on focus) and *healed* by a Priest or Druid. Theoretically, a GHG can be kept "alive" so it can aggro/kill virtually every building in a castle. It's rare that this happens as most healers are busy trying to keep their team members alive to specifically target the GHG.

Finally, due to LOS and latency issues, it's entirely possible for a guard or GHG to go *through* an inner keep wall and attack the defending guild's Honor Crystal. It doesn't happen very often. In fact, it's damned rare for it to happen. But it *can* happen.

I vote for "Not a Bug", no matter how much I respect Amberwave. I believe him to be mistaken in this.

14

Tuesday, September 17th 2013, 12:43am

Not a bug, but given the changes to scrolls it's going to be popping up all the time now. And yes not new, but it's going to become the most common thing now.
A real sysadmin knows how to change the time.
If you make the same mistake while trying to make up for the previous one, you are doing something wrong.

As much as I'd love to say I offer consulting services, the scope of things broken is too large.

Amberwave

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15

Tuesday, September 17th 2013, 11:55pm

Really, the people involved should have reported it, as I do not have any details. My thoughts on this matter are this. If NCIS put towers on top of their castle, then let that be a lesson, do not do that, but if they did nothing to cause the guards to come up to the top of the castle, then this is a real issue. There are some "interesting" sieges in the lower rankings, and dragging guards to the gates is not uncommon. The one place you should be safe is the top of your castle. Either way, I think it needs to be looked into by the powers that be and see if an adjustment needs to be made, taking into account that there are many low power / low level guilds that siege.

16

Wednesday, September 18th 2013, 12:10am

Really, the people involved should have reported it, as I do not have any details. My thoughts on this matter are this. If NCIS put towers on top of their castle, then let that be a lesson, do not do that, but if they did nothing to cause the guards to come up to the top of the castle, then this is a real issue. There are some "interesting" sieges in the lower rankings, and dragging guards to the gates is not uncommon. The one place you should be safe is the top of your castle. Either way, I think it needs to be looked into by the powers that be and see if an adjustment needs to be made, taking into account that there are many low power / low level guilds that siege.
Everyone knows that guards will chain aggro to the next nearest enemy target. I suspect that is the case hear, they placed towers inside their castle close enough to be in range for the guard once the current target was destroyed. Easy fix for this, re-examine your internal tower placement.

The only way the guard would aggro to the roof is if they placed towers either on the roof (which I deem an exploit anyway) or high enough on their castle to be close to the roof.

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