DrRocket Posted Saturday at 04:06 AM Posted Saturday at 04:06 AM Maybe there is a way, but I am baffled at this time... I used the /vis_scale 20 command, and I can tell that I can see more detail on buildings from afar, and even building that were once just a foggy area. But what I am after, is an increase of the range, i can see the mobs in an area? Is such thing possible, or just I simply do not know how? I am open to be taught how, would be great if possible Thank you
biostem Posted Saturday at 04:21 AM Posted Saturday at 04:21 AM There's a world detail distance and a character detail distance slider, IIRC...
Glacier Peak Posted Saturday at 03:48 PM Posted Saturday at 03:48 PM (edited) @DrRocket The maximum range that players can see enemies is 1153ft. If you're not hitting that cap, try using Tactics or other Perception boosting powers to increase the range at which enemies are perceived. Edit: Small error on my part - VEATs get a capped of 1260ft Perception. Edited Sunday at 05:09 AM by Glacier Peak 1 I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
srmalloy Posted 6 hours ago Posted 6 hours ago I think the OP's posting is more about how the game render limit causes mobs to disappear when there are lots of figures in a tight area -- MSRs, the various invasions, Hamidon raids, etc. -- anywhere you have a full league, or most of a league, and can find yourself attacking a mob that, because another mob has teleported in closer to you than the one you're attacking, fades out and disappears because the client is at its render limit (this appears to be separate from the game-engine quirk that allows mobs teleporting in to be targetable but not attackable, while allowing them to attack while protected from being attacked). Unfortunately, this is built into the game engine and is difficult to tweak. Over time, I've conceptualized two possible ways to address this: 1) Add a flag to the rendering that forces the one mob your character is currently targeting to be rendered if it is within render distance, regardless of the other mobs within render distance. This would allow you to continue to attack a target even if additional mobs arrive that would otherwise push your targeted mob off the render list. 2) Add an entry to the graphics options for 'Mob Render Bias', with values 'Nearest', 'Hostile', and 'Friendly'. 'Nearest' is the way rendering works now. 'Hostile' sorts the hostile mobs ahead of friendly mobs for render order selection, so that in mass fights like an MSR, your league members may not be rendered, but you won't have hostile mobs fading in and out. 'Friendly' would sort friendly mobs ahead of hostile mobs, basically the opposite. So if you were running a character focused on attacks, you could select 'Hostile' and always see the hostile mobs, and if you were running a character focused on support (i.e., healing), you would always see the friendly characters in your group. Which one, if either, is a viable option would depend on how readily changes could be made to the way the game engine renders nearby mobs, and how much work would be entailed in the process.
Rudra Posted 6 hours ago Posted 6 hours ago 2 minutes ago, srmalloy said: I think the OP's posting is more about how the game render limit causes mobs to disappear when there are lots of figures in a tight area -- MSRs, the various invasions, Hamidon raids, etc. -- anywhere you have a full league, or most of a league, and can find yourself attacking a mob that, because another mob has teleported in closer to you than the one you're attacking, fades out and disappears because the client is at its render limit (this appears to be separate from the game-engine quirk that allows mobs teleporting in to be targetable but not attackable, while allowing them to attack while protected from being attacked). Unfortunately, this is built into the game engine and is difficult to tweak. Over time, I've conceptualized two possible ways to address this: 1) Add a flag to the rendering that forces the one mob your character is currently targeting to be rendered if it is within render distance, regardless of the other mobs within render distance. This would allow you to continue to attack a target even if additional mobs arrive that would otherwise push your targeted mob off the render list. 2) Add an entry to the graphics options for 'Mob Render Bias', with values 'Nearest', 'Hostile', and 'Friendly'. 'Nearest' is the way rendering works now. 'Hostile' sorts the hostile mobs ahead of friendly mobs for render order selection, so that in mass fights like an MSR, your league members may not be rendered, but you won't have hostile mobs fading in and out. 'Friendly' would sort friendly mobs ahead of hostile mobs, basically the opposite. So if you were running a character focused on attacks, you could select 'Hostile' and always see the hostile mobs, and if you were running a character focused on support (i.e., healing), you would always see the friendly characters in your group. Which one, if either, is a viable option would depend on how readily changes could be made to the way the game engine renders nearby mobs, and how much work would be entailed in the process. The OP reads to me the way it has already been answered. That the author wants to see mobs farther away, not that the author is running up against the render limit.
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