DDDsDD999 wrote:What's stopping people from keeping a friend/alt in aggro at all times so they know where the burrows are anyway and can stay close? If changing aggro changes the burrows, gankers would purposefully lose aggro and catch up on horses. Also just having them out in the world might make them more intuitive for new players, especially if they have a reason to be used for non-pvp scenarios, e.g. pve or as an exploration tool.
That's a good point. I suppose it's more complex to resolve than I was originally thinking. Initially I thought maybe each new instance of a fight would have its own separate object layer relative to the player that is being aggro'd, so Player A is aggro'd by Player B and the combat object layer comes from Player A. Player B is aggro'd by Player C and the combat object layer from Player B to C is the same layer from Player A. As you pointed out however that poses problems of its own like someone maintaining a combat relation with another player ahead of time and one of those players being attacked by someone else would leave them with the same combat objects. And then how do those change between players that are currently in fights engaging with other players currently in fights? I'm not sure what a better alternative might be.
I was thinking that losing aggro would change them, but perhaps the combat objects could maintain the same state for awhile even after combat has ended. Though that may have issues as well.
I do agree that having them out there would be more intuitive, but pve combat could be subject to the same sort of mechanics too without them being otherwise available outside of combat. However that does then create the same issue of holding combat relations with something in PvE possibly affecting a PvP scenario. Also thinking back on the patch that added other buff things, to me it looked rather ugly and out of place constantly having them visually present.