Update - Friday December 15!! perma-aggro fixed?

Tydra

Tydra

Academy Page

Join Date: May 2006

GuildWars.com: "Fixed a bug that caused some monsters to remain permanently aggressive toward their targets."



aaaah thats music in my ears!! tnx a lot for that fix im gonna go and try it out right away ;P

Dark Luke

Academy Page

Join Date: Apr 2006

Tested. Avicara guiles no longer chase you nonstop.

onerabbit

onerabbit

Grotto Attendant

Join Date: Mar 2006

Thanks to all the guru [mods]

yey, that started getting annoying, everytime i went fow forest farming that mob b4 the forest always snuck up on me

My Sweet Revenga

Krytan Explorer

Join Date: Nov 2005

R/

Oh goodie. At least now I can rez my party without a crapload of monsters suddenly come at us from off the radar screen lol

tomcruisejr

tomcruisejr

Banned

Join Date: Apr 2005

Quote:
Originally Posted by Tydra
GuildWars.com: "Fixed a bug that caused some monsters to remain permanently aggressive toward their targets."
if perma aggro was indeed a problem, that can be attributed to players not killing the monsters. it's not the ai's problem.

Drake-Striker

Pre-Searing Cadet

Join Date: Sep 2005

Mormon Battalion

R/E

They also removed XP from guild scrimage matches

Big_Iron

Big_Iron

Desert Nomad

Join Date: Dec 2005

The Edge

Tormented Weapons [emo]

I guess the Devs were finally able to duplicate the problem.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Quote:
Originally Posted by Drake-Striker
They also removed XP from guild scrimage matches
Yea, noticed that. No more Survivor from scrimmages lol.

(apparently one of the maps had some sort of exploit where it was very very easy to get Survivor quickly, I never did it because I don't want Survivor but I was told about it from allaince mates)

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Quote:
Originally Posted by tomcruisejr
if perma aggro was indeed a problem, that can be attributed to players not killing the monsters. it's not the ai's problem.
That why it says "Bug Fixed" then is it?

BoredJoe

Krytan Explorer

Join Date: Sep 2006

Shame really, it was kinda fun trying to reapproach an area and have them come aggresively after you. I guess it'll make hit and run, whittle 'em down tatics viable in some situations as groups will go back into their non-aggressive pose after a short period of time.

Gun Pierson

Gun Pierson

Forge Runner

Join Date: Feb 2006

Belgium

PIMP

Mo/

Quote:
Originally Posted by WoodyDotNet
I guess the Devs were finally able to duplicate the problem.
That was a funny comment on a funny situation. Thousands of people experienced it imo, but the devs (the creaters of this wonderful game) couldn't duplicate the situation.

Anyway, thanks for the update Anet and the upcoming winter event.

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

also the attacks ob spirits are fixed too it seems like. if you kill the spirit fast enough before the mob comes back.

BowLad21

Frost Gate Guardian

Join Date: Apr 2006

I would like to say sort of "un" tested. I made an ids run with a guildie, and when he ran past a group of 2 wise and a few other avicara, we picked up a permanent tail of a guile and wise. Maybe I just have bad luck, but i don't think it's fixed.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Elona mission bosses will still follow you forever and even move FASTER now than before..........wtf

Normal mobs will follow you half way across the map even after you drop the crystal and stop to let them finish casting their spells.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Quote:
Originally Posted by BowLad21
I would like to say sort of "un" tested.
You mean you didn't test it? That's what "untested" means, you know. Perhaps what you meant to say was that your test rather debunked the previous tests?

chessyang

chessyang

Not far from Elite

Join Date: Apr 2006

Florida

W/

**sigh** not fix yet.... basic IDS run.... had 2 follow for a bit and then another two follow me from the small passage towards the cave.. SS of all 4




**Edit...**
Greatlich,

uploading another pick. i tired to break the Casting lock. even ran back towards the portal. after afew attemps i just killed them =)

Picture 1. I let him cast Deadly swarm on me.
Picture 2. I RUN FOR THE HILLS!
Picture 3. Both dead. seems to solve the problem

GreatLich

Lion's Arch Merchant

Join Date: Aug 2005

Quote:
Originally Posted by chessyang
**sigh** not fix yet.... basic IDS run.... had 2 follow for a bit and then another two follow me from the small passage towards the cave.. SS of all 4
That's not aggro lock... that's "casting-lock" been around forever... basically those Avicara Wise (note that these are mesmers who are in the middle of hexing you) you are the one dragging them around the map stop a bit, let them finish the hex and be done with them

I had something strange just now, a little different though... my hench party wiped, all but Aidan (sp?), The res countdown started and Aidan teleports with me to the res shrine (I think this is new in Nightfall) but here the funny thing: one of the ruby djinni I was fighting had apparently just finished casting Savannah Heat on aidan, so right when we all ressed we were hit by the spell. the caster of course was way out of range...

Russell.Crowe

Lion's Arch Merchant

Join Date: Aug 2005

charr followed me across the entire map still and would not break aggro as I was clearing map, also ice golems and such were doing the same

swiftygem

Frost Gate Guardian

Join Date: Dec 2005

Quote:
Originally Posted by GreatLich
I had something strange just now, a little different though... my hench party wiped, all but Aidan (sp?), The res countdown started and Aidan teleports with me to the res shrine (I think this is new in Nightfall) but here the funny thing: one of the ruby djinni I was fighting had apparently just finished casting Savannah Heat on aidan, so right when we all ressed we were hit by the spell. the caster of course was way out of range...
Same thing happens in the Deep, e.g. if the tank goes to an enemy group, someone starts casting Maelstrom on him and he recalls back right in the middle of his own casters. Quite funny

Riotgear

Riotgear

has 3 pips of HP regen.

Join Date: Aug 2006

The Objective Is More [Cash]

W/

Quote:
Originally Posted by GreatLich
That's not aggro lock... that's "casting-lock" been around forever... basically those Avicara Wise (note that these are mesmers who are in the middle of hexing you) you are the one dragging them around the map stop a bit, let them finish the hex and be done with them
The question is whether or not they still DO go back. I've been attempting Drok's runs, and the Guiles will go away after they finish that Deathly Swarm they just HAVE to cast maybe 5% of the time. Otherwise they'll continue to chase me across the map and spam me with it.

Haven't tried since the update, but it sounds like this wasn't fixed.

Rampager

Rampager

Krytan Explorer

Join Date: May 2006

Australia

Mo/

seems fixed to me i can run elona now with my warrior without 15 sages stalking me

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by Rampager
seems fixed to me i can run elona now with my warrior without 15 sages stalking me
They still stalk you. I've been running elona all day today.

The only way to get anything to stop following you is for them to arggo one of the ghost.

Spell lock doesn't work. Dropping the crystal doesn't work.

The monk boss will run beside me the entire match. Hell, he doesn't even attack anything but he will heal himself.

Tiss follows me until he arggos a ghost.

The other bosses seem fine. They follow me a little more outside their usual range but they will give up without me doing anything special.

Arcador

Arcador

Wilds Pathfinder

Join Date: Jul 2005

--

R/N

Quote:
Originally Posted by swiftygem
Same thing happens in the Deep, e.g. if the tank goes to an enemy group, someone starts casting Maelstrom on him and he recalls back right in the middle of his own casters. Quite funny
It happens in GvG too. Someone begin casting a SF for example (lol) on Assassin, the last dude, shadowsteps somewhere on the map (probably shadow of haste) and the SF hits him a radar range away, along with some of the npcs.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Quote:
Originally Posted by tomcruisejr
if perma aggro was indeed a problem, that can be attributed to players not killing the monsters. it's not the ai's problem.
Monsters are suppused to see you ONLY if you anter their aggro ranges. Only Kournan Observers have increased aggro ranges so far and they tell you they have. So it was a bug.

Alya

Wilds Pathfinder

Join Date: Oct 2005

European servers

RTFM

Seems like a partial fix to me. Something has changed but not completely.

I tested it on a few runs in the Southern Shiverpeaks. The mursaat spellcasters (monks, mesmers, necros) and ice golems did indeed stop chasing me after a while *most of the time*, but they still followed me for a while, at a longer distance than it was before Nightfall. Occasionally, some spellcasters were more persistent than others and kept tailing me.

So yes, it seems that the "chasing forever" issue has gone for this particular area and these kinds of enemies. BUT the spellcasters still keep chasing longer than the warriors and rangers.

I haven't tested it in the wipe/rebirth situations yet.

IlikeGW

Jungle Guide

Join Date: Aug 2005

Quote:
Originally Posted by GreatLich
That's not aggro lock... that's "casting-lock" been around forever... basically those Avicara Wise (note that these are mesmers who are in the middle of hexing you) you are the one dragging them around the map stop a bit, let them finish the hex and be done with them
Well, it seems more random than that. Either they ignore you like everything else if you can run away, or they suddenly decide to benny hill chase you until you kill them. This behavior is definitely not as the game functioned for a long time.

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

The conclusions in this thread are consistent with how things are stated in the update notes:

Quote:
Fixed a bug that caused some monsters to remain permanently aggressive toward their targets.
Perhaps there are other bugs, and on other monsters, that the devs didn't even look into.

Tydra

Tydra

Academy Page

Join Date: May 2006

Quote:
Originally Posted by Navaros
The conclusions in this thread are consistent with how things are stated in the update notes:

(...)

Perhaps there are other bugs, and on other monsters, that the devs didn't even look into.
sounds like a possible explanation to me...

some guy

some guy

Jungle Guide

Join Date: Jul 2006

SPAWN CAMPING YOUR HOUSE

We Speed Clear H O H [ HsC]

It seemed to be fixed, I no longer had any kirins follow me during my usual Vasburg farming runs.

Alya

Wilds Pathfinder

Join Date: Oct 2005

European servers

RTFM

More tests: Sparks of the Titans are as bad as before (they chase very persistently), Ice Imps seem to be fixed.