I'd like to see what caveats we might run into if World checks for hate/aggro for any spawn with opposing factions set. If it puts too much overhead on World to check 500,000 spawns for possible aggro every second, then we'll have to make every spawn that pops "move" a tad when they spawn/respawn in a zone
How this came up was again, watching the Defenders and Invaders on Queen's Colony. I noticed that when a defender is in-combat with a goblin invader, and another invader wanders up, that invader never attacks the guard. I thought there was a bug in Hate, but it's because the guard is not moving, and even when out of combat, has no movement loop. The guards only aggro the goblins because they are moving towards the defenders... and since Defender Bristlebrow is already in combat, he does not go "aggro" the next goblin that approaches.
Ideally, both factions hate one another so when the second, third, fourth (etc) goblin wanders up, they should be aggro'ing the defenders to instead of just continuing on their movement loop and standing there looking stupid until attacked.
So LE/Scat, how badly will this change effect World processing time, scanning for aggro opportunities?
Thanks