Topic: Orange NPCs are broken.

They will no unlock you over time, and they follow you to the end of the earth.

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Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Orange NPCs are broken.

Ville wrote:

They will no unlock you over time, and they follow you to the end of the earth.

how you it test? ewar?
Only active modules may cause the NPC to follow you, for example ewar
if you stop acting against the NPC, they have released very soon.

Just @ Game

Re: Orange NPCs are broken.

Ville wrote:

They will no unlock you over time, and they follow you to the end of the earth.

I'm unable to reproduce this, so probably more details are needed.

Re: Orange NPCs are broken.

DEV Zoom - check for the NPC code for the line:

if (target == Ville)
{
   follow forever
}

i couldn't even reproduce red NPCs "following forever" on gamma. They always went back to their group, once i got a certain distance between them and my robot...

*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

5 (edited by Ville 2015-05-20 19:35:39)

Re: Orange NPCs are broken.

DEV Zoom wrote:
Ville wrote:

They will no unlock you over time, and they follow you to the end of the earth.

I'm unable to reproduce this, so probably more details are needed.

I've been doing missions on daoden, when I target an orange mob and unlock it.  It keeps me locked but it never drops lock.  It follows me out of the mission spawn area and back to the terminal.  If it drops lock because I'm out of range it Continues to follow me to the terminal.

Used to orange npcs would lose interest in you after about 15 seconds of inactivity but it doesn't seem to be the case now. 

@ Anni, If you out run mobs yes, I tend to take things bigger than a light bot on gamma and they are slower in nature.

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Dev Zoom: I think its time to confess, Ville is my alt
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6 (edited by Ville 2015-05-20 19:42:49)

Re: Orange NPCs are broken.

This makes sense now:

This is why BadAss was able to lure NPCs aware from Chemist and hold them on alpha.

I thought the entire reason why NPCs were created was so that mission mobs would not wander away from their spawn for missions?  I know with a mission patch at hand that would be cool, but its quite annoying and would solve a lot of headaches for mission runners if.

Orange NPCs disengaged after 15 seconds of inactivity from the attacker.  I don't know when this feature changed, but it needs to go back to that.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Orange NPCs are broken.

Are you using a followbot?

Re: Orange NPCs are broken.

No I just had a few missions where I needed to chasis scan something and all I did was scan it unlock it then move back to the station.  I go about 80kph so the orange npc follows me because I don't out run it.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Orange NPCs are broken.

you moved... thats the key

*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

Re: Orange NPCs are broken.

Ville wrote:

No I just had a few missions where I needed to chasis scan something and all I did was scan it unlock it then move back to the station.  I go about 80kph so the orange npc follows me because I don't out run it.

So I guess it's in the 'Agro range' and can't increase distance because it's too fast?

RIP PERPETUUM

Re: Orange NPCs are broken.

Celebro, that's a great theory!

-Ensi

Re: Orange NPCs are broken.

Orange NPCs only follow you if your robot does something that keeps refreshing aggro. If that something stops, they disengage after a short while (15 secs I think).

Re: Orange NPCs are broken.

DEV Zoom wrote:

Orange NPCs only follow you if your robot does something that keeps refreshing aggro. If that something stops, they disengage after a short while (15 secs I think).

So what do you mean by 'robot does something'? Moving?. I swear I read somewhere keeping a distance will make Orange NPCs drop agro.

RIP PERPETUUM

Re: Orange NPCs are broken.

Something that generates aggro, like active offensive modules or locking. Moving does not generate aggro.

Re: Orange NPCs are broken.

They aren't disengaging me, I will screen shot the interaction and upload it.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Orange NPCs are broken.

Ok so if you have a longer lock range and you lock  a npc and it doesn't lock you it will follow you until it locks you as long as it still sees you.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Orange NPCs are broken.

So you mean like, once you anger it, it will follow you until it can say "oh I just wanted to say it's cool dude, I'm off".

Re: Orange NPCs are broken.

DEV Zoom wrote:

So you mean like, once you anger it, it will follow you until it can say "oh I just wanted to say it's cool dude, I'm off".

Hmm..  Not sure the analogy is fitting but ok.  I think what happened was I locked a mob by accident.  I unlocked it switched to another one, killed it and looted the mission object and left the area.  Well that mob continued to follow me all the way to the terminal.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.