DEV Zoom wrote:Jita wrote:This needs fixing already, just remove AOE damage from NPC's
Unfortunately that's not how the system is built up, we either have AoE from everything (players, npcs, bombs) or nothing at all.
the solution is rather simple. really.
since explosion damage needs a review anyway -> make two new variables, replacing "hitsize" in the explosion formula.
one replacing the hitsize in the explosion radius calculation, and
one replacing the hitsize in the recieving damage calculation.
and then, set the recieving damage side replacement to something smaller on NPC then on players ( which you can still set equal to hitsize if you think thats good). Don't mess up with missile damage there.
result: NPCs do not chain-explode, player still need to take care around them. And if you manage to connect the hit-detection check with combat status/PvP flag/aggro flag, you can activate AoE explosion damage on alpha.
(edit: i would also support celebro's statement about the AI... flowfield pathfinding FTW)
*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!Whining - It's amazing how fast your trivial concerns will disappear