Animals should be aggressive when reaggroed

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Potjeh
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Animals should be aggressive when reaggroed

Post by Potjeh »

So, the problem with hunting legit on foot is that after the animal flees you can't kill it even if you manage to track it down because it runs away before your aggro cooldown expires. A simple solution would be to have animals start out aggressive on reaggro rather than immediately be in flee mode. Threshold to flee again could be the same as after they turn aggressive when cornered while fleeing.
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Kirche
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Re: Animals should be aggressive when reaggroed

Post by Kirche »

this, or they shouldn't lose their openings while bleeding.
Glorthan
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Re: Animals should be aggressive when reaggroed

Post by Glorthan »

Kirche wrote:this, or they shouldn't lose their openings while bleeding.
You still wouldn't be able to catch them though...
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azrid
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Re: Animals should be aggressive when reaggroed

Post by azrid »

Reaggro would be cool.
+1
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Kirche
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Re: Animals should be aggressive when reaggroed

Post by Kirche »

Glorthan wrote:
Kirche wrote:this, or they shouldn't lose their openings while bleeding.
You still wouldn't be able to catch them though...
not true, they rebound when they are chased into a river or a cliff that is too big for them to path around, there's also the prospect of chasing them into a grassland, one solid hit is all it takes to re-aggro them with the current implementation.
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ninja_yodeler
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Re: Animals should be aggressive when reaggroed

Post by ninja_yodeler »

This has been the biggest problem for me when hunting on foot. Sure you can chase all you like. But it serves no purpose if the animal starts running the moment you reaggro at anyrate. You're still encouraged to exploit one thing or another. At the very least add a visible cooldown to how soon you can reaggro a fleeing/fled animal. As in, if you reaggro before cooldown expires it will still run, if you reaggro after, it will fight normally.
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Granger
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Re: Animals should be aggressive when reaggroed

Post by Granger »

Potjeh wrote:So, the problem with hunting legit on foot is that after the animal flees you can't kill it even if you manage to track it down because it runs away before your aggro cooldown expires. A simple solution would be to have animals start out aggressive on reaggro rather than immediately be in flee mode. Threshold to flee again could be the same as after they turn aggressive when cornered while fleeing.
This would be a start to make hunting without cheats work reasonably well, nevertheless Speed of fleeing animals need a nerf contains some different approaches (like animal stamina) that could make more sense.

Also Un-Jesus-ify animals.
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sMartins
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Re: Animals should be aggressive when reaggroed

Post by sMartins »

Just saying, but right now you only need to exit combat, walk around him and chase in the opposite direction or where you like.....
Make friends with the other crabs or try to escape the bucket.
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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Avu
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Re: Animals should be aggressive when reaggroed

Post by Avu »

sMartins wrote:Just saying, but right now you only need to exit combat, walk around him and chase in the opposite direction or where you like.....
Only? He'll keep running until it hits an obstacle he can't pathfind around then usually turn into a somewhat random direction with the ideal situation being you having him deagroed and him stopping into shallow water awaiting your boat cheese once again.
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sMartins
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Re: Animals should be aggressive when reaggroed

Post by sMartins »

He keep running untill is far a minimap from you...you need to exit combat, go away and come back, he will be there....walk around him and chase in the opposite direction. I made it with deers and works too easy....just another exploit to me.
Make friends with the other crabs or try to escape the bucket.
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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