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Poll: Should there be an indicator implemented to locate the closest mob in an area?
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Should there be an indicator implemented to locate the closest mob in an area?

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Old Apr 15, 2011, 11:25 PM // 23:25   #41
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I'm all for this. I can't count how many times I've run circles around maps trying to find 1 patrol running as fast as I am in the same direction

also there are a few maps where the last mob is actually outside the portal and they only 'disappear (somehow)' when you get really close to the portal yet not able to see them
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Old Apr 21, 2011, 12:58 PM // 12:58   #42
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I voted "no." Having to hunt down and kill everything is the best part, kind of like a serial killer's Easter egg hunt.
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Old Apr 23, 2011, 02:19 AM // 02:19   #43
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How many times does this need to be suggested? This isn't even possible to make.

GW works in such a way that when you're in an explorable area, foes that are more than like 1,2 radar ranges away don't exist. This also counts for patrols, so a patrol will only trigger when you come close enough to it. This feature is heavily abused when doing trenchtank in DoA, because your timing depends on when you trigger the patrols. So, foes that either aren't triggered yet, or are too far away simply don't exist and as such it will be impossible to make them indicated by any kind of feature. If every single foe in every single area had to exist 24/7 when in an area and their AI would have to be controlled by the servers, everything would crash cause they can't handle it. As such, this isn't possible.

/notsigned out of sheer logic
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Old May 15, 2011, 03:25 AM // 03:25   #44
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Quote:
Originally Posted by Bright Star Shine View Post
How many times does this need to be suggested? This isn't even possible to make.

GW works in such a way that when you're in an explorable area, foes that are more than like 1,2 radar ranges away don't exist. This also counts for patrols, so a patrol will only trigger when you come close enough to it. This feature is heavily abused when doing trenchtank in DoA, because your timing depends on when you trigger the patrols. So, foes that either aren't triggered yet, or are too far away simply don't exist and as such it will be impossible to make them indicated by any kind of feature. If every single foe in every single area had to exist 24/7 when in an area and their AI would have to be controlled by the servers, everything would crash cause they can't handle it. As such, this isn't possible.

/notsigned out of sheer logic
Perhaps, but in many cases the patrol HAS been triggered- it simply patrols very quickly, in an extremely long path, or perhaps had its AI triggered by some AoE or hex that made it run from a battle and is now running around god knows where. In VQing, you can cover the whole map pretty easily- every spawn that is possible to spawn, we will have spawned, simply by virtue of being within 1-2 radar ranges of every point on the map. When you spawn it and it starts scooting away from you, and spends all its time running around in areas you've already cleared, then it ends up being hide-and-go-seek, not VQing.
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Old May 15, 2011, 03:52 AM // 03:52   #45
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Quote:
Originally Posted by Bright Star Shine View Post
How many times does this need to be suggested? This isn't even possible to make.

GW works in such a way that when you're in an explorable area, foes that are more than like 1,2 radar ranges away don't exist. This also counts for patrols, so a patrol will only trigger when you come close enough to it. This feature is heavily abused when doing trenchtank in DoA, because your timing depends on when you trigger the patrols. So, foes that either aren't triggered yet, or are too far away simply don't exist and as such it will be impossible to make them indicated by any kind of feature. If every single foe in every single area had to exist 24/7 when in an area and their AI would have to be controlled by the servers, everything would crash cause they can't handle it. As such, this isn't possible.

/notsigned out of sheer logic
Thank you for your clearly non-existent knowledge of how the guild wars engine works.

The game knows that there are mobs still remaining on the map to be killed, and the server knows which have been triggered and which have not, so there is no reason it couldn't conceptually be implemented.

That said, its not really that important to implement. Never had to spend more than 10 mins looking for mobs, and that only happened on about 5% of areas.
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Old May 15, 2011, 04:59 AM // 04:59   #46
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Never really had that big of a problem looking for the last mob, but today in anvil rock i had killed 227 foes in 40 minutes, by the time i finally found the last 2 minotaur that had just been running around the whole place it was 1 hour 5 minutes. I have vanquished all of cantha and all of elona, and now that i have started prophecies i'm starting to really notice this problem. Everyone thats complaining that it makes the title easier, and "when i got the title i didn't have help so deal with it" just dont have valid arguments. I've made it through 2 continents without it and all it would do is save players time and make vanquishing more desirable. Just my two cents :P

/signed btw
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Old May 15, 2011, 09:43 AM // 09:43   #47
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Maybe change the Light of Deldrimor skill to show the mobs on "u" map too?
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Old May 15, 2011, 10:14 AM // 10:14   #48
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Quote:
Originally Posted by Kunder View Post
Thank you for your clearly non-existent knowledge of how the guild wars engine works.

The game knows that there are mobs still remaining on the map to be killed, and the server knows which have been triggered and which have not, so there is no reason it couldn't conceptually be implemented.

That said, its not really that important to implement. Never had to spend more than 10 mins looking for mobs, and that only happened on about 5% of areas.
God, you again, this is gonna be fun.

FALSE, my knowledge of the game engine is actually true. The game knows how many foes are left, because the foes are stored in the area's database; but they don't exist yet. They only start existing until you pop them. Try chest running in Pongmei valley, you'll see Jade brotherhood knights popping from the ground, jumping up. Try doing trench in DoA, you'll hear patrols popping up, coming into existence once you come close enough.

So, before you start flaming me, get your shit straight.
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