on Dec 6, 2015 14:24:32 GMT
Last Edit: Dec 8, 2015 2:40:34 GMT by Admin
Hey guys!
Few issues fixed that were, in my eyes, game breaking.
First up was the distance between a player and an NPC. The NPC would walk (or run) to where the player is/was and then hit. So if you saw an NPC and went into its view distance, It would then move until the range of its attack = NPC Location <= Players location. Once in range the NPC would just stand there hitting you or casting spells to strike you down. Sounds OK, right? Well it would of been fine, but if the player way moving or moved from its "original Aggro position", then the NPC(s) would just be at "original Aggro position" striking you from a very long distance. This has been fixed and NPC's will now move into the correct range with updated positions.
Secondly NPC's were able to stroll right into the safe zones and wreck havoc for players old and new. This has now been sorted. With a new shield that if the Player enters the safe zone any NPC's that are following will be electrocuted and disintegrated with no loot or experience given to any previous attackers. This solves the issue full stop as did not want NPC's to be standing outside of the safe zone "camping" waiting for someone to leave and stops people abusing a safe zone type system. As with, for example, Eclipse you could just stand inside the NPC Avoid /Blocked area and just kill. Or like in some Korean 3D games when the NPC is running back to its spawn point you just rehit it from inside the safe zone and it will run back to the player (or have a second person outside and ping pong aggro). My way solved both issues and I'm glad its actually done.
Removed a lot of blank components (mainly Animation Clips)
Fixed or removed a load of prefab textures that were blank. (Removed if unused)
Removed all unused of Debug lines as they were just adding useless data to the output log.
Few issues fixed that were, in my eyes, game breaking.
First up was the distance between a player and an NPC. The NPC would walk (or run) to where the player is/was and then hit. So if you saw an NPC and went into its view distance, It would then move until the range of its attack = NPC Location <= Players location. Once in range the NPC would just stand there hitting you or casting spells to strike you down. Sounds OK, right? Well it would of been fine, but if the player way moving or moved from its "original Aggro position", then the NPC(s) would just be at "original Aggro position" striking you from a very long distance. This has been fixed and NPC's will now move into the correct range with updated positions.
Secondly NPC's were able to stroll right into the safe zones and wreck havoc for players old and new. This has now been sorted. With a new shield that if the Player enters the safe zone any NPC's that are following will be electrocuted and disintegrated with no loot or experience given to any previous attackers. This solves the issue full stop as did not want NPC's to be standing outside of the safe zone "camping" waiting for someone to leave and stops people abusing a safe zone type system. As with, for example, Eclipse you could just stand inside the NPC Avoid /Blocked area and just kill. Or like in some Korean 3D games when the NPC is running back to its spawn point you just rehit it from inside the safe zone and it will run back to the player (or have a second person outside and ping pong aggro). My way solved both issues and I'm glad its actually done.
Removed a lot of blank components (mainly Animation Clips)
Fixed or removed a load of prefab textures that were blank. (Removed if unused)
Removed all unused of Debug lines as they were just adding useless data to the output log.