PvP aggro range

Thoughts on the further development of Haven & Hearth? Feel free to opine!

PvP aggro range

Postby Hingle_McCringle » Wed Nov 19, 2025 4:33 am

Have a base PVP aggro range have the base aggro range your character can aggro of those characters based on your combat stats. Do some of those weird math's you do to reduce effectiveness so it makes it hard for custome clients to put aggro rings around players.

Rage skill provides a small base radius that is effected by str, per, ua, mc. This range can be increased by having murder but as soon as you get rage or murder an icon can be visible about your character at all times to alert others of your possible violent behavior. Max aggro distance should be 1/2 to 2/3s of view distance.

Would give people an opportunity to avoid conflict or at least try to type some discourse into chat to gauge the other players intentions. My leave room to force violent character to try and lure players in with dialog. Rather than having aggro scripts?

May open and opportunity for bows to become relevant in combat?
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Re: PvP aggro range

Postby whateverisfine » Wed Nov 19, 2025 4:42 am

Hingle_McCringle wrote:Have a base PVP aggro range have the base aggro range your character can aggro of those characters based on your combat stats. Do some of those weird math's you do to reduce effectiveness so it makes it hard for custome clients to put aggro rings around players.

Rage skill provides a small base radius that is effected by str, per, ua, mc. This range can be increased by having murder but as soon as you get rage or murder an icon can be visible about your character at all times to alert others of your possible violent behavior. Max aggro distance should be 1/2 to 2/3s of view distance.

Would give people an opportunity to avoid conflict or at least try to type some discourse into chat to gauge the other players intentions. My leave room to force violent character to try and lure players in with dialog. Rather than having aggro scripts?

May open and opportunity for bows to become relevant in combat?


have you consider just clicking a critter and running in straight line? about this weird math and custom client is something not real. involving stats create so much shit to work on. please watch soem video and spar ingame to understand how it works.. only thing i maybe would like is having a way to display that one character is a criminal (not applying any debuff otherwise, similar to murder rage icon) but thats not very effect tbh. intent to avoid gankers tricking hermits into letting them inside.
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Re: PvP aggro range

Postby Bronk » Wed Nov 19, 2025 8:52 am

Clearly it should check against the targets stealth too.
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Re: PvP aggro range

Postby animary » Thu Nov 20, 2025 6:42 pm

"...running in straight line..."


Impossible with the wretched pathing in this game; you or your horse will stop at every tree, log, rock, or grain of sand they touch, while animals can run full speed over, under, around, or through anything. I've long stated if the devs never touch anything else in this game, please fix the damned pathing so your character is capable of walking around something.
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Re: PvP aggro range

Postby DDDsDD999 » Thu Nov 20, 2025 6:48 pm

We should be able to aggro each other globally, from outside of vision, and ignore line of sight.
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Re: PvP aggro range

Postby animary » Thu Nov 20, 2025 6:50 pm

PvP aggro range is ridiculous.

Animals have much more acute senses than humans, that bear will not attack unless you are within range (15-20 tiles?), so you can safely navigate around them. Yet another player appearing on the map can attack you instantly. I say let player icons remain visible but they cannot attack until at least as close as a bear. You will not be able to navigate around another player without being seen, but at least you will have the option to hearth away or stand your ground.
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