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Old May 10, 2005, 12:54 PM // 12:54   #1
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Just wanted to say this. I'm starting to get higher in levels and decided to tie up some loose ends on some quests in Old Ascalon, Pockmark Flats, etc. While traveling I noticed even though I'm in my teens I get level 0, 1, & 4 mobs agroing me. What's going on with that? Why would anything a dozen levels below agro me while I'm running. It's really nothing more than an annoyance most of the times having to kill something then getting no exp for it.

I'd like to recommend not making mobs auto agro you after a certain level difference unless there is some type of chance they can win, or they are provoked by us attacking them.
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Old May 10, 2005, 01:28 PM // 13:28   #2
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I totally agree. I'm only level 10 and I already feel the pain. It's really tedious having to kill mobs that don't give you exp.
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Old May 10, 2005, 01:35 PM // 13:35   #3
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Also agreed. If the XP reward is taken away, then you shouldn't be force to fight them.

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Old May 10, 2005, 01:37 PM // 13:37   #4
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one would think that if there was no xp reward you wouldn't be there unless you are trying to gain skills(which can be bought from a trainer). Mobs not attacking because you are "too high" of a level just doesn't make sense to me... regrouping with a bunch more mobs and ganging you would be an idea though....
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Old May 10, 2005, 01:42 PM // 13:42   #5
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But it makes sense..

If you wander into a group of Charr they would attempt to gang up on you in order to remove you from their territory.

Undead creatures are not renowned for their intelligence.. (Except liches) so they would most likely charge and attack on sight without considering the consequences of their actions.

Maybe human enemies could have slightly better AI, and if you are double their level or they are outnumbered they could attempt to retreat..

But beyond that, from an rp perspective it makes sense.

Although..maybe when you enter an instanced area it could scale the spawns and enemies to meet the average level of your party + the challenge rating of the area.
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Old May 10, 2005, 02:03 PM // 14:03   #6
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However, the one flaw with the argument is that you assume that they can see the "Wa/Mo 20" above your head. Level has no outward appearance in this and other games, so have creatures not aggro you makes no sense.
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Old May 10, 2005, 02:09 PM // 14:09   #7
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Quote:
Originally Posted by Slade xTekno
However, the one flaw with the argument is that you assume that they can see the "Wa/Mo 20" above your head. Level has no outward appearance in this and other games, so have creatures not aggro you makes no sense.
Well I am assuming that as your character levels they would grow stronger..causing warriors to grow in size and strength, necromancers to become more intimidating etc.

So although they would not be able to see the level, the new strength would most likely reflect onto your appearance...

I simply refuse to believe that a level 20 w/mo would look exactly the same as that new warrior who just stepped into Ascalon with a blade akin to a wooden sword and a few pieces of leather roughly tied together to create a suit of armour.

Plus, if you're carrying a bigass sword around they would be able to see that.
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Old May 10, 2005, 02:09 PM // 14:09   #8
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Guys... If you were level 1, would you willingly run towards a huge dragon that is obviously stronger than you? Probably not, simply because you know you wouldn't have a chance! That's the point-- that a low-level monster would recognize you're "bigger and nastier" than it is and, thus, would want to stay away rather than lose its life. Even a monster with little intelligence would be able to figure that out. It makes perfect sense, even from a RP perspective.

How is this concept hard to grasp?

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Old May 10, 2005, 02:12 PM // 14:12   #9
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Quote:
Originally Posted by Morgan19
that a low-level monster would recognize you're "bigger and nastier" than it is and, thus, would want to stay away rather than lose its life. Even a monster with little intelligence would be able to figure that out. It makes perfect sense, even from a RP perspective.
A zombie wouldn't.

And unless I am mistaken, charr are very territorial creatures so they would most likely charge anyway if there were enough of them.
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Old May 10, 2005, 02:16 PM // 14:16   #10
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Quote:
Originally Posted by Mimu
A zombie wouldn't.

And unless I am mistaken, charr are very territorial creatures so they would most likely charge anyway if there were enough of them.
So then it should be individual for each species, rather than a blanket aggro tactic. Zombies and charr would attack you anyway, whereas devourers, gargoyles, etc. would learn to leave you alone.

The point still stands, regardless of exceptions.

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Old May 10, 2005, 02:29 PM // 14:29   #11
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I think a stroke of brilliance would be something like this...

Typical group of 6 or so intelligent enemies. Let's say they are dwarves up in the mountains. OK, they attack you as usual. If they lose half their forces within X amount of time, the rest turn tail and flee for their lives, screaming and crying. That would make it worth being attacked by the low-level mobs.

Add to that code something where within that instance, if those dwarves run by other dwarves, those dwarves now know you are not to be trifled with and they will flee on sight - unless they have huge numbers - say 5 dwarves per person in your group. That would be awesome.
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Old May 10, 2005, 03:40 PM // 15:40   #12
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Quote:
Originally Posted by Lasher Dragon
I think a stroke of brilliance would be something like this...

Typical group of 6 or so intelligent enemies. Let's say they are dwarves up in the mountains. OK, they attack you as usual. If they lose half their forces within X amount of time, the rest turn tail and flee for their lives, screaming and crying. That would make it worth being attacked by the low-level mobs.

Add to that code something where within that instance, if those dwarves run by other dwarves, those dwarves now know you are not to be trifled with and they will flee on sight - unless they have huge numbers - say 5 dwarves per person in your group. That would be awesome.
I agree with that. Just like if im fighting some stupid little bear or wolf, and I smack it with my hammer for half its life. I think the thing should tuck its tail between its leg and run the hell out of there.
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Old May 10, 2005, 06:14 PM // 18:14   #13
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I disagree. Scorpions are not smart and thus should attack all on site, nor are undead smart or would they care if they were killed again since they are already dead. I like the fact that no matter what level you are you have to stay on your toes whenever travelling anywhere by yourself. To me this the best thing about Guild Wars. In other games that have a level grind such as COH, once you out level a zone baddies stop taking in interest in you and that zone now becomes one giant pretty looking snooze fest, even if you still have quests to complete in it. If anything I think weaker monsters should sound a horn and call in the reinforcements whenever a major threat such as a hero or party happens by, the Charr are one such group that should really do this. Now that would be cool. Just my two cents. Valarian.
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Old May 10, 2005, 06:21 PM // 18:21   #14
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Even if animals and zombies are not intelligent, they still have instinct (okay not sure about zombies). Same with humans, there's the innate instinct of fleeing when in fear.

High level characters should be able to instill fear to monsters probably more than 5-7 levels lower. Haven't you seen those asian movies where an experienced swordsmaster can just emit his killing aura and everybody gets scared and can't move, or attempt to run away? Remember in Hannibal, when Dr. Lecter walks into the pen of hogs to pick up Clarice, all the hogs back away and try to avoid him?

High level players should be able to emit this aura that just scares off weaker monsters or humans, and it would make sense =)
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Old May 10, 2005, 07:34 PM // 19:34   #15
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No, from an RP standpoint this Idea this really doesn't make any sense at all...

The argument that a Charr would see a big strong human and run away from it? Feh as if... No Charr would do that.. .it'd pick up its weapon and defend its territory...

While it is slightly annoying that those level 3 Shatter Gargolyes keep slowing me down, I find it highly realistic, that they simply do not care..

In D2 (which this game is largely akin to) did the lecel 1 quill beasts run from your level 100 characters? nupe they kept trying to mess with you

The Dragon Analogy That Morgan used was a bad one... since there is a large size diffrence.

Here's a Slightly better one... would a Hungry wolf attack an elderly lady? You betcha

Would that Same Wolf Attack a small Guy dressed in a Kung Fu gi? Your damn right he would. and he'd pay for it.

The fact is that there would be no way realistically to know how dangerous someone really is and be right... you could make a guess based on their appearence... but I don't think it would help that much.

Besides since travel is so easy in this game why are we even worried about =P
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Old May 10, 2005, 07:41 PM // 19:41   #16
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Quote:
Originally Posted by kalaris
No, from an RP standpoint this Idea this really doesn't make any sense at all...

The argument that a Charr would see a big strong human and run away from it? Feh as if... No Charr would do that.. .it'd pick up its weapon and defend its territory...

While it is slightly annoying that those level 3 Shatter Gargolyes keep slowing me down, I find it highly realistic, that they simply do not care..

In D2 (which this game is largely akin to) did the lecel 1 quill beasts run from your level 100 characters? nupe they kept trying to mess with you

The Dragon Analogy That Morgan used was a bad one... since there is a large size diffrence.

Here's a Slightly better one... would a Hungry wolf attack an elderly lady? You betcha

Would that Same Wolf Attack a small Guy dressed in a Kung Fu gi? Your damn right he would. and he'd pay for it.

The fact is that there would be no way realistically to know how dangerous someone really is and be right... you could make a guess based on their appearence... but I don't think it would help that much.

Besides since travel is so easy in this game why are we even worried about =P
At the same time though, if the martial artist kicked the wolf in the head. The wolf would probably run away before it was dead.
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Old May 10, 2005, 08:08 PM // 20:08   #17
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I totally agree.
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Old May 10, 2005, 08:16 PM // 20:16   #18
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In Diablo, the Level 1 Quill Beasts died in 1-2 shots from a Lev 1 Barbarian.. I challenge you to find an enemy in Guild Wars that frail.

I like the idea of differing aggro settings.. some enemies should CHAAARRGE! and some should skulk away into the shadows.
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Old May 11, 2005, 08:10 PM // 20:10   #19
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In Sacred you've the idea of repycifiing an area. Maybe this idea should be transfered to GW. After attending certain relevant quest and exploring a certain percentage of the area, this area becomes repacified just for you (if there's a member in the party, who doesn't fulfill the conditions, the area isn't repacified) and there aren't monsters anymore.

Another idea: a new skill "daunt", which cannot be increased directly, but which increases with your level (and maybe with our equipment). While wandering through a "low level area" you have to daunt enemies whenever you doesn't want to fight them and success of you attempt depends on your daunt-skill.

Yet another idea, also used in Sacred: rare Items which kills "low-level-chars" at eye-contact. Well, quite ridiculous, i know.

I'm sorry for revitalizing the thread, but thats something I'm annoyed about again and again. Just a few moments ago I've almost thrown my (expensive aluminium) keyboard against the wall because a short walk to the next outpost became an odyssey (and becauso of Alesia, who is always running directly into the enemy-mob, where she dies in one second *TILT*)

And hey, it's GW, you doesnt't even have real weathereffects and the NPCs are awake around the clock, and you are discussing, how a creature should react on the char when he's much stronger then the creature. Lasher Dragons idea is also very good end even quite realistic. A.net has to something, I'm not the only one, who's amloust as far as never making a step into the wilderness again when it's not necessary.
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Old May 12, 2005, 02:53 AM // 02:53   #20
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i dont think pasificing the area would work, because the game is based on fighting, and if you take out the fighting then you dont have a game, but i do like the skill segestion, or the item segestion, like an "axe of fear" or "wand of dissaray"
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