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Mobs aggroing into room

waryurwaryur Member, NW M9 Playtest Posts: 167 Arc User
*edited to delete stuff*

Other than keeping timer mobs a certain distance from everything(can't remember the exact distance) to keep the aggro from happening, anyone find a way to seal off rooms that are closer within that distance, or box mobs in so they don't teleport through to where the player is? Invisible or normal walls?

Side note, if you use imp portal encounters as your mob timers, don't re-costume them. They'll move and react to aggro pull and come through the walls.
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Comments

  • eldartheldarth Member Posts: 4,494 Arc User
    I put at least one invisible wall around my timers and underground things -- sometimes two -- and occassionaly a large invisible plane turned horizontal just below the terrain surface.

    *Usually* that's enough -- but I also try and keep their blue aggro-circles away from anyplace the PC might travel.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    Am all against any "underground encounter solutions" for various reasons, but as the following thing works for "split encounter" as well (as far as i tested it and am using it sometimes), here u go: if u dont need the enemy encounter to patrol, set its behavior to feign death. This way they will never aggro even if u fight an entity which is part of the same encounter, unless u r in the few feet proximity of the particular entity.

    Hope that now i made it public, Cryptic wont decide to "fix" this.
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  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    Maegmaag, thanks for this! I had a different solution for the split mobs, but it seemed to break still randomly. I will test this out tomorrow.
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  • maegmaagmaegmaag Member Posts: 332 Arc User
    Well its not rly wanted behavior mostly, for example a ranger is unable to initiate the fight from afar, when speaking about regular encounter meant to be fought by the PC, its just simple solution. But i still have two maybe three other solutions and their combinations in case the mechanics/mob socialization or aggro changes again (or my needs), utilizing NPC behaviors, traps and place markers and AI nodes (hah, its full combination should completely debiliate a mob). But it grows more complex and even encounter specific.
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