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Old Dec 15, 2006, 11:59 PM // 23:59   #1
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Default Update - Friday December 15!! perma-aggro fixed?

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
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Old Dec 16, 2006, 12:09 AM // 00:09   #2
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Tested. Avicara guiles no longer chase you nonstop.
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Old Dec 16, 2006, 12:26 AM // 00:26   #3
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yey, that started getting annoying, everytime i went fow forest farming that mob b4 the forest always snuck up on me
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Old Dec 16, 2006, 01:51 AM // 01:51   #4
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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
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Old Dec 16, 2006, 02:25 AM // 02:25   #5
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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.
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Old Dec 16, 2006, 02:45 AM // 02:45   #6
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They also removed XP from guild scrimage matches
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Old Dec 16, 2006, 04:17 AM // 04:17   #7
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I guess the Devs were finally able to duplicate the problem.
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Old Dec 16, 2006, 04:30 AM // 04:30   #8
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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)
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Old Dec 16, 2006, 04:45 AM // 04:45   #9
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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?
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Old Dec 16, 2006, 05:29 AM // 05:29   #10
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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.

Last edited by BoredJoe; Dec 16, 2006 at 05:31 AM // 05:31..
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Old Dec 16, 2006, 05:37 AM // 05:37   #11
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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.

Last edited by Gun Pierson; Dec 16, 2006 at 05:42 AM // 05:42..
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Old Dec 16, 2006, 05:51 AM // 05:51   #12
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also the attacks ob spirits are fixed too it seems like. if you kill the spirit fast enough before the mob comes back.
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Old Dec 16, 2006, 05:55 AM // 05:55   #13
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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.
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Old Dec 16, 2006, 06:11 AM // 06:11   #14
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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.
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Old Dec 16, 2006, 06:13 AM // 06:13   #15
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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?
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Old Dec 16, 2006, 08:09 AM // 08:09   #16
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**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


Last edited by chessyang; Dec 16, 2006 at 08:51 AM // 08:51..
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Old Dec 16, 2006, 08:26 AM // 08:26   #17
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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...
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Old Dec 16, 2006, 08:34 AM // 08:34   #18
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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
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Old Dec 16, 2006, 08:48 AM // 08:48   #19
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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
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Old Dec 16, 2006, 08:51 AM // 08:51   #20
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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.
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