One of the big buzz things about VV is the reference to KissAssist as the getting your characters to do lots for you super macro, currently at version 11.
Somewhere in the forums, I read about there being a beta release of 12, looking to get feedback. Accepting my experience of the software is limited I figured I'd give this a run.
To date, I picked up where the videos started. A melee character and a cleric buddy, then added more characters to it. Watching the lowbies running around tank n spank the mobs was funny, especially the battle cleric. Quickly learned the importance of detailing mobs to pull into the "KissAssist_info" file. Running as hunter, MA/MT would find a mob, tank n spank, supported by the buddies. Great. The mob has died, it looks for another and this cycle repeats without drama.
That sets the basic scene for where I'm coming from.
There was one feature that stood out several times.
If you note in the low level areas, a lot of mobs are "indifferent" and so there is no auto aggro "scowl"/'kos'.
The mob just fought has died and then there is the call of "Looking for Close Range Mobs".
A new mob is selected, and our hero sets off to engage in melee.
Running right by, one.. two.. or more other viable targets that could have chosen from, and very likely would have been with a player driving!!
The mob may have been "close" as the ghost crow fly (direct line, through walls perhaps), but not as you run around on foot to reach it.
That was the story with KissAssist 11.
Here we are with version 12, and the story changes.
The pull code has been revisited and the finding mobs close by has been addressed. I studied this over a number of hours, glancing each time a mob died and seeing which mob was selected as the new target, with the map window open to help validate the selection. It looks good, a close mob and no running by others has taken place.
All I can say is, excellent job.
To whomever was involved in the overhaul of the pulling code, well done. Your time and effort spent in this has been worth it.
What was there before worked, this just works better, a more human player feel to it.
As an aside, I've also ran v12 with Puller Tank mode, and not had cause for concern there either.
Somewhere in the forums, I read about there being a beta release of 12, looking to get feedback. Accepting my experience of the software is limited I figured I'd give this a run.
To date, I picked up where the videos started. A melee character and a cleric buddy, then added more characters to it. Watching the lowbies running around tank n spank the mobs was funny, especially the battle cleric. Quickly learned the importance of detailing mobs to pull into the "KissAssist_info" file. Running as hunter, MA/MT would find a mob, tank n spank, supported by the buddies. Great. The mob has died, it looks for another and this cycle repeats without drama.
That sets the basic scene for where I'm coming from.
There was one feature that stood out several times.
If you note in the low level areas, a lot of mobs are "indifferent" and so there is no auto aggro "scowl"/'kos'.
The mob just fought has died and then there is the call of "Looking for Close Range Mobs".
A new mob is selected, and our hero sets off to engage in melee.
Running right by, one.. two.. or more other viable targets that could have chosen from, and very likely would have been with a player driving!!
The mob may have been "close" as the ghost crow fly (direct line, through walls perhaps), but not as you run around on foot to reach it.
That was the story with KissAssist 11.
Here we are with version 12, and the story changes.
The pull code has been revisited and the finding mobs close by has been addressed. I studied this over a number of hours, glancing each time a mob died and seeing which mob was selected as the new target, with the map window open to help validate the selection. It looks good, a close mob and no running by others has taken place.
All I can say is, excellent job.
To whomever was involved in the overhaul of the pulling code, well done. Your time and effort spent in this has been worth it.
What was there before worked, this just works better, a more human player feel to it.
As an aside, I've also ran v12 with Puller Tank mode, and not had cause for concern there either.