Sever wrote:To actually solve the problem this way means trying to split a scalpel with a sword. How are you supposed to balance one perfect script versus another? If you pick too long a hearth timer or too large an aggro range, then the player always dies in script versus script, or player vs script. Go the other way and they always survive. A completely different kind of solution is required to even partially address it.
Is there anything wrong with allowing hearthing under aggro with a longer timer? If instead of a few seconds, it took ten seconds while aggroed, the attacker would have a chance, and an obligation if they want to keep them there, to make their move to cancel hearthing. And since it would take so long to do, it would be anywhere from a gamble to a strategy whether you could get away in time. If it was clear they could get to you quickly, you better run. If you did outrun them, or got somewhere safe, you could immediately start hearthing instead of waiting for an arbitrary cooldown. I'm sure there's something I'm not considering, but to me it seems like that would kill auto-hearthing as it would only work situationally, like if there are a lot of ridges or a wall/water/swamp, and it would cause you to deal with the aggressor, but allow you to escape for good if you already managed to get out of range.
This is a decent idea, the balance of being able to get to the player and land a hearth-breaking move before the teleport out would need to be found. When not obstructed by cliffs/water/swamp, it should be pretty likely that the hearthing won't work, while being able to port out should be pretty likely if there are those obstructions.