Mobs leashing in dungeons

So, I’m very surprised no one has mentioned or complained about this yet.

When fighting a group in any dungeon if the person who first initiated combat with the mob group dies the whole group will leash, resetting there health and making them run back to there starting spot if far enough. (I believe its the person who first started combat dying that makes them leash, it could also be who has main aggro?)

Yesterday, on a T10 Airship this bug in combination with the spawn camping that can occur from mob spawns and the fact that mobs can spawn on the same spot as previous ones lead to an hour long struggle of un-fun, irritating and rage in juicing grinding to just be able to complete the dungeon.

Also, I’m going to go ahead and assume this happens in the overworld too with packs of mobs and player groups but I personally haven’t fought in a group so can’t confirm this.

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Oh we complain about it all the time - I’m fairly certain I’ve seen it on the forums.

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Yeah it has been reported on the forums before and if I remember correctly the devs assume this is only happening because we are standing on deaggro spots. Also no-one proved this is not the case. But I think it is a fault of us to not bring it stronger to the devs that the mobs are 100% certain leashing on a lot of situations where none of them should have leashed (a.k.a. no-one standing on a deaggro spot)

I will try to get some proof of it in the future…

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Think it should be on the recording of yesterday, will check later

There are only a few things that cause a mob to leash:

  • The distance the mob has traveled is too far from its original spawn location.
  • The mob cannot find a path to reach its current highest-aggro target.
  • The mob has no targets on its aggro table.

Assuming that you are talking about a situation where someone died and lots of other people were already hitting the mob, it would probably be 1 or 2. I think in the past when we’ve discussed this the assumption was that it was #2, caused by e.g. a ranged DPS standing like right next to wall or pillar where the monster couldn’t reach them. But yeah if we can get some examples I can take a look and see if we can narrow it down further to fix it.

I don’t remember ever saying “You must have been too close to a wall.” once in old orbus. This seems like a real problem in Reborn. Rangers need to find max range and end up with their back against a wall A LOT. Thus causing the issues you’ve outlined above. Being close to walls and pillars is part of us walking around your created environments. That shouldn’t create issues with the AI. Now if someone is stepping back INTO the wall that’s a different story. But so far all it takes is your back against a wall and the mob resets.

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I don’t think we’ve really changed a whole lot in reagards to the AI pathing for the wall thing since the original game…it’s always been there. What does come to mind is that maybe the actual boss rooms are smaller than they were, so you are near walls more often?

Yes, now that you mention it the dungeons are far more closed in. So it seems the old problem went unnoticed, but is now a real problem due to the current dungeon design.

we have it on video that i am shooting 1 mob a other guy shooting another one i died it deaggro’s and the whole group deaggro’s like that is so annoying having it basicly on 1 fireball left and than the person who the mob thinks he has “aggro” on dies and the whole thing resets .

wrong just wrong. i feel like it just needs to switch aggro and not insta leach like it didnt insta leached in og orbus .

Ya, we saw the same thing several times last night during a 10. Its a real time killer. Tough mobs is JUST about dead, primary agro dies and BOOM reset.

Ooh that is probably a big part of the problem. In old game everyone spreads, in this game almost no one does. So that means only 1 or 2 ppl have aggro on all mobs.

Not only part though. We currently looking for examples in a video we have.

Pools are part of this. Trying to stay out of poison pools in little rooms sometimes puts you near a wall.

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So I think part of this based on the description actually, is that there is an anti-cheese mechanic where if a spawn mate of a mob retreats, all other mobs in that group retreat. The thinking is to prevent people from pulling a single mob in a group, then getting the rest of the group to leash such that they can kill them one at a time. However, obviously that’s not really what we want happening if the full group has been actually engaged in combat, so I added some additional code around this where if the group has been engaged in combat for a bit, this won’t happen. Should be live for future dungeon runs, see if that helps at all.

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Any chance of reducing the “oops I touched a wall” issue? Mobs seem to be able to see and shoot through walls, but reset when we touch them. Seems off.

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This would be great!

So far this new code has been working really good in the hand full of shards I ran today.

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We a little late on the party on seeing that this was fixed hopefully but we made a video before the fix what was constantly happening. Maybe you can see still other problems in it or if it wasn’t related at all…

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HAHA! That bit at the end :joy:

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Oooh you just have seen the beginning of that messs xD there is more :stuck_out_tongue:

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Wow, you got lucky they leashed back to their spawn point. We’ve had it were no amount of dragging will reseet them there. They just get stuck up near the spawn point. That needs fixing asap. ESPECIALLY for alert…