Nov 16, 2005, 05:58 PM // 17:58
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#21
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Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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I was just about to apply a life siphon to some hydras (2 hydras and a ranger boss actually) but they charged at me before i even got in casting range.
Same thing happened earlier when i met a warrior hydra boss. I'm not complaining...it's certainly different anyway.
It's just a shame that the monster drops are still toilet quality. It's detracts greatly from the fun and it's almost pointless killing stuff for a stupid hydra claw...especially a level 26 boss!
I submitted a bug report earlier because the warrior boss dropped absolutely nothing and i was well past the "no drops period" which occurs after rezoning.
Increase the difficulty/monster AI by all means but PLEASE Anet...make those buffed-up monsters drop worthwhile items.
All work and no play makes Jack a dull boy.
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Nov 16, 2005, 06:43 PM // 18:43
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#22
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Academy Page
Join Date: Jun 2005
Location: UK
Guild: Natis Ignigena
Profession: R/Mo
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Quote:
Originally Posted by MrDoomMaster
Either you're really f%cking retarded or you just don't understand. They will make the expansion nice to get your money. After that, they have no income. So, why should their updates (which are free) be anything but worth sh!t? You have to understand, if this game were paid monthly, you'd not see updates this crappy. They're always nurfing SOMETHING. Soon enough, they'll nurf so much that you can't really do anything at all, except PVP.
Now- Silence is golden Keyote, Silence is golden.
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Flawed logic i'm afraid.
If these updates continue to bork the game up for existing players, noone's going to buy the update no matter how 'nice' it is.
There's rumourerd estimates that around 30% of players have quit already due to the latest (broken) nerfing updates and ANet's blatent refusal to keep the majority of players happy. It's an expansion, so you'll need GW to play it, so current GW players are the one's who were going to buy it. And the numbers seem to be falling by the day...
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Nov 16, 2005, 06:45 PM // 18:45
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#23
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by Memphis
Flawed logic i'm afraid.
If these updates continue to bork the game up for existing players, noone's going to buy the update no matter how 'nice' it is.
There's rumourerd estimates that around 30% of players have quit already due to the latest (broken) nerfing updates and ANet's blatent refusal to keep the majority of players happy. It's an expansion, so you'll need GW to play it, so current GW players are the one's who were going to buy it. And the numbers seem to be falling by the day...
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Uh, any evidence of this, or are you just making shit up?
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Nov 16, 2005, 09:35 PM // 21:35
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#24
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Academy Page
Join Date: Oct 2005
Profession: R/E
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Regarding aggro, you all need to take a step back and rethink things. Just because you are used to a rigid aggro circle doesn't make it the best or most fun choice for the game. In fact, all an aggro circle implies is predictable, stupid enemies!
This is coming from someone who is not a big MMORPG gamer. Guild Wars was my first game of this type, and it took me a while to realize that the aggro circle was rigid and was represented by the little circle on the radar. Before that it seemed like a bit of a free-for-all to me (I mean, I assumed there was an aggro range, but I didn't know if it was line-of-sight or what).
As long as the missions are beatable (and they are) we really don't have any room to complain about random exceptions to the aggro circle rule. In fact, this unpredictability would be considered a feature in an FPS game. It's only in the world of MMORPG, where people carve out little unintended niches (like farming), that it ruffles people's feathers. As fun as farming can be, it's clearly not the way aNet intended us to play the game. Running, maybe. Farming, no.
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Nov 16, 2005, 09:40 PM // 21:40
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#25
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Wilds Pathfinder
Join Date: May 2005
Location: Worthing, UK
Guild: (Don't fear) The Beaver
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Yes, I can see the day when our new characters enter post-searing only to be destroyed half an hour later by an aggroed Glint....
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Nov 16, 2005, 09:52 PM // 21:52
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#26
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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You know... with all the people out killing all these "bad" guys... it only makes sense that they've had enough and now attack with much more vigor.
Seriously, people call the aggro 'messed up' or 'broken', but really it's just different and offers a whole new set of challenges.
Actually... it's a lot closer to aggro in PvP games, if you think about it... ;-)
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Nov 16, 2005, 10:02 PM // 22:02
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#27
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Academy Page
Join Date: Jul 2005
Guild: Lords of Blood
Profession: W/Mo
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Quote:
Originally Posted by MSecorsky
You know... with all the people out killing all these "bad" guys... it only makes sense that they've had enough and now attack with much more vigor.
Seriously, people call the aggro 'messed up' or 'broken', but really it's just different and offers a whole new set of challenges.
Actually... it's a lot closer to aggro in PvP games, if you think about it... ;-)
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I am gonna laugh if the AI gets soooo "aggrevated" that they start camping town zones so as soon as you are out you are annhilated. Then, they run off to where you get rezed and spawn camp you.
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Nov 16, 2005, 10:06 PM // 22:06
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#28
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by Digital Bath
I am gonna laugh if the AI gets soooo "aggrevated" that they start camping town zones so as soon as you are out you are annhilated. Then, they run off to where you get rezed and spawn camp you.
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No... wait til the Mursatt start farming people for drops.
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Nov 16, 2005, 10:11 PM // 22:11
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#29
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Frost Gate Guardian
Join Date: May 2005
Location: In a van down by the river :)
Guild: After Dark Club [REAL]
Profession: W/Mo
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mursaat: hey there lil lvl 3, you know what spectral agony or infused is?
lvl 3 nub: uhh no, is that weapon?
mursaat: BZZZZZZTTTTT, ya you might say that, thanks for the drop nub!
lvl 3 nub: OMFG DEATH GLITCH HAXXOR NOOB!!!
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Nov 16, 2005, 11:29 PM // 23:29
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#30
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Slimcea
Don't really think so. The Mursaat exhibited in Ring of Fire, and I've yet to hear of anyone farming that.
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you might not have heard of it but its been done. can't do it alone but you don't need more than 3 people to do it. best thing to do is find the groups with just casters. stay away from jade armors as they steal 10 energy per hit. hate those bastards.
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Nov 16, 2005, 11:49 PM // 23:49
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#31
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/Me
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i noticed the same things about the aggros. i'm kinda pissed off with the game right now. i mean it's not only the nerfing of AOE and the new aggros but it's the fact that NOTHING else improved. as sum1 above stated, why the hell should i go waste time killing these monsters for things like hydra claws or other random shit? if they feel like making the game harder, hell the NEED to make it more rewarding.
and on pvp well, it's closed unless ur high rank... so i'm stuk in the nub arenas most of the time coz pve is kinda dead to me. just the rare UW and FOW when we have favor.
good thing i have a decent guild and we gvg from time to time. but man i wish players in tombs would not be so arrogant.
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Nov 17, 2005, 12:17 AM // 00:17
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#32
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Banned
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Quote:
Originally Posted by J1000
Regarding aggro, you all need to take a step back and rethink things. Just because you are used to a rigid aggro circle doesn't make it the best or most fun choice for the game. In fact, all an aggro circle implies is predictable, stupid enemies!
This is coming from someone who is not a big MMORPG gamer. Guild Wars was my first game of this type, and it took me a while to realize that the aggro circle was rigid and was represented by the little circle on the radar. Before that it seemed like a bit of a free-for-all to me (I mean, I assumed there was an aggro range, but I didn't know if it was line-of-sight or what).
As long as the missions are beatable (and they are) we really don't have any room to complain about random exceptions to the aggro circle rule. In fact, this unpredictability would be considered a feature in an FPS game. It's only in the world of MMORPG, where people carve out little unintended niches (like farming), that it ruffles people's feathers. As fun as farming can be, it's clearly not the way aNet intended us to play the game. Running, maybe. Farming, no.
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I think your missing the point.. the Original Poster was stating that Anet claimed that monsters would leave you a lot easier in the last patch. This is clearly not the case (or amazingly they neglected to mention that it only applied to "certain monsters", and others have been drastically increased. Personally I haven't noticed any difference in ability to be able to get away from most monsters, other than it's been made worse) . So you can say what you want about how this makes the game more interesting etc, but keep that little fact in mind. Go look for yourself on www.guildwars.com at the update note history. It clearly says they made it easier to get away from monsters. Instead, we are finding it is the opposite case for many of the harder monsters.
I don't know about you, but I like to be able to recover from a bad pull in some of the higher level end areas without having to worry that 2 minutes later, after our group has rezzed and reformed and decided to pull again, that we aren't ambushed by the group that hasn't lost agro on us.
Personally that's just me.
Last edited by Sluggs; Nov 17, 2005 at 12:25 AM // 00:25..
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Nov 17, 2005, 01:00 AM // 01:00
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#33
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Frost Gate Guardian
Join Date: Feb 2005
Location: San Jose, CA, USA
Guild: Remnants of Ascalon
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I have seen none of these issues anywhere in the game, I can take my warrior and aggro any group, run from it and aggro another without the first group even so much as twitching once they return to their original position(that may be your problem, you don't wait for them to return to their original starting point and resume their normal sequence of events).
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Nov 17, 2005, 01:05 AM // 01:05
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#34
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Banned
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Quote:
Originally Posted by Zaklex
I have seen none of these issues anywhere in the game, I can take my warrior and aggro any group, run from it and aggro another without the first group even so much as twitching once they return to their original position(that may be your problem, you don't wait for them to return to their original starting point and resume their normal sequence of events).
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You might be on to something.. It could be like I said that this only affects roaming groups. Worm's might fall under this category, dunno since you can't see them, and avicara's generally roam... interesting. I know the Mursaat I encountered this with definately were roamers.
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Nov 17, 2005, 01:34 AM // 01:34
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#35
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Frost Gate Guardian
Join Date: Feb 2005
Location: San Jose, CA, USA
Guild: Remnants of Ascalon
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Quote:
Originally Posted by Sluggs
You might be on to something.. It could be like I said that this only affects roaming groups. Worm's might fall under this category, dunno since you can't see them, and avicara's generally roam... interesting. I know the Mursaat I encountered this with definately were roamers.
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There's one little problem with this scenario, all monsters have coded patrol routes, some may seem like they're roamers but they aren't, they just have a very large patrol pattern.
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Nov 17, 2005, 03:36 AM // 03:36
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#36
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Actually, it affects groups you were in combat with from what I've seen. You can aggro a group and run away, they leave you be. However, you aggro a group and fight and run a bit and fight... the whole area of combat inclusively becomes their new aggro, which can get quite huge.
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Nov 17, 2005, 03:45 AM // 03:45
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#37
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Banned
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Quote:
Originally Posted by Zaklex
There's one little problem with this scenario, all monsters have coded patrol routes, some may seem like they're roamers but they aren't, they just have a very large patrol pattern.
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I realize that but what point are you trying to make? The patrollers, roamers whatever. . still have no "point of origin" to return to other than the path that they were on. and that could be the problem.. Since they never return to exactly where they were on their route before you encountered them, they can never return to point of origin so to speak.. dunno it's speculation but it's definately there and I can emphatically say it was NOT like this before the patch, regardless whether you have experienced it or not.
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