Just put some AoE skill on the ground, while running, if gets hit after chasing way too far they stop and run away
I agree with you, it's kinda annoying, but yet, this is minor, and we have a lot to discuss first
You can run far enough that they will just give up and go away. In the MMO world, this is called Reaching the End of Their Leash.
Now, as to why some have to get that hit in is they are still in combat and that condition is not checked until they actually engage. It comes down to Patrol Area. If you engage combat before they leave their patrol area, you have a fight. If you lead them outside their patrol area, then they will engage until the first hit, unless you run past their leash. The first hit triggers the combat conditions check, which the first one is, are you near your patrol point?
I am sure they could up the refresh rate and get the In Combat and Patrol area lag tighter, but that would probably come at the expense of World Performance.
Me, I just RP it as the NPCs are chasing me away, and giving me a "And Stay Away" at the end. I also play Yackety Sax in my head as I ride through a bunch of mobs.
Wall of elements is perfect here, caltrops also work well.Just put some AoE skill on the ground, while running, if gets hit after chasing way too far they stop and run away
I agree with you, it's kinda annoying, but yet, this is minor, and we have a lot to discuss first
Why on earth would some stupid enemy NPC chase me all the way just to hit me once and then run the f*ck away? This is so annoying. Why not have them give up the chase without giving me that "one bi*ch slap" or if they decide to attack then have them fully commited? It reminds me of those 6yo kids that want to poke you and run away yelling "lalalalala". It's stupid! And infuriating!
Why on earth would some stupid enemy NPC chase me all the way just to hit me once and then run the f*ck away? This is so annoying. Why not have them give up the chase without giving me that "one bi*ch slap" or if they decide to attack then have them fully commited? It reminds me of those 6yo kids that want to poke you and run away yelling "lalalalala". It's stupid! And infuriating!
Yup. I've noticed it happens in just about every MMO I've played. I'm not sure why, though.
You can run far enough that they will just give up and go away. In the MMO world, this is called Reaching the End of Their Leash.
Now, as to why some have to get that hit in is they are still in combat and that condition is not checked until they actually engage. It comes down to Patrol Area. If you engage combat before they leave their patrol area, you have a fight. If you lead them outside their patrol area, then they will engage until the first hit, unless you run past their leash. The first hit triggers the combat conditions check, which the first one is, are you near your patrol point?
I am sure they could up the refresh rate and get the In Combat and Patrol area lag tighter, but that would probably come at the expense of World Performance.
Me, I just RP it as the NPCs are chasing me away, and giving me a "And Stay Away" at the end. I also play Yackety Sax in my head as I ride through a bunch of mobs.
Well mostly how its done (and it should be done in my opinion) is:
condition: player within attack range;
action: check if within leash range;
if yes: commence a figtht;
if no: play the exiting audio line and return to regular patrol;
How ESO seems to handle it:
condition: player within attack range;
action: commence a figtht;
action: check if within leash range;
if yes: continue the fight;
if no: hit once, exit the fight and return to regular patrol;
EDIT: It looks like ESO is missing that one leash check before the enemy is pushed into a fight, instead that check happens right after fight starts resutling in silly one hit throwing off mount. And while I dont have anything against being throwed off mount the frustrating part is when u want to retaliate you find urself discovering that stupid idiot is pulling "naaaah! just kidding lalalala" on you.
EDIT2: when I use "fight" above I mean actual exchange of blows, not the combat event which is obviously started after aggro.
Liferefugee wrote: »You can run far enough that they will just give up and go away. In the MMO world, this is called Reaching the End of Their Leash.
Now, as to why some have to get that hit in is they are still in combat and that condition is not checked until they actually engage. It comes down to Patrol Area. If you engage combat before they leave their patrol area, you have a fight. If you lead them outside their patrol area, then they will engage until the first hit, unless you run past their leash. The first hit triggers the combat conditions check, which the first one is, are you near your patrol point?
I am sure they could up the refresh rate and get the In Combat and Patrol area lag tighter, but that would probably come at the expense of World Performance.
Me, I just RP it as the NPCs are chasing me away, and giving me a "And Stay Away" at the end. I also play Yackety Sax in my head as I ride through a bunch of mobs.
Well mostly how its done (and it should be done in my opinion) is:
condition: player within attack range;
action: check if within leash range;
if yes: commence a figtht;
if no: play the exiting audio line and return to regular patrol;
How ESO seems to handle it:
condition: player within attack range;
action: commence a figtht;
action: check if within leash range;
if yes: continue the fight;
if no: hit once, exit the fight and return to regular patrol;
EDIT: It looks like ESO is missing that one leash check before the enemy is pushed into a fight, instead that check happens right after fight starts resutling in silly one hit throwing off mount. And while I dont have anything against being throwed off mount the frustrating part is when u want to retaliate you find urself discovering that stupid idiot is pulling "naaaah! just kidding lalalala" on you.
EDIT2: when I use "fight" above I mean actual exchange of blows, not the combat event which is obviously started after aggro.
You seem to be forgetting that to follow you in the first place the npc has already engaged in combat where the leash check passes. That probably queued the first attack, but running out of range triggers a "get in range for attack" check, then the next leash check occurs to start the second attack sequence.
xxthir13enxx wrote: »Funny thing is...I expected this to be about people getting kited in PVP...lol
Me, I just RP it as the NPCs are chasing me away, and giving me a "And Stay Away" at the end. I also play Yackety Sax in my head as I ride through a bunch of mobs.
alanmatillab16_ESO wrote: »
Me, I just RP it as the NPCs are chasing me away, and giving me a "And Stay Away" at the end. I also play Yackety Sax in my head as I ride through a bunch of mobs.
Yackety Sax makes just about any scene funny. This one is my favourite
https://www.youtube.com/watch?v=0cFucXYlw94
Remember that the whole system is event-driven. There has to be an event to cause the re-evaluation of the combat state.
If that was simply "player leaves guarded area" then the NPC could stop chasing, but that would also mean it wouldn't be possible to kite one away from their support group. So the event being used is the "strike" one for the combat. Leaving an AoE behind you satisfies that if it hits, or the "hit and run" from the OP. Checking on too many events is inefficient, and would cause lag.
The current situation is quite a reasonable compromise.
IMHO, when you're not fighting anything and (more over) are in a "hidden" state, then that "in combat" status should move away...This is as much annoying as the "in combat" status which applies even you're relatively far form the combat zone (and/or when other members of the group are in combat). Especially when you're approaching your PvP group already in battle and you can't change your gear, or more often a skill, for instance a skill replacing that rapid or retreating maneuver you were using to get there... Also when an NPC from a nearby resource area that was left untaken is running behind you while you're getting to the combat zone.