May 12, 2005, 06:44 AM // 06:44
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#21
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Frost Gate Guardian
Join Date: May 2005
Location: Colorado
Guild: Imperial Fist Guild Leader
Profession: W/E
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:p
The most embarrassing thing is being level 20, fully eq'd with a big bad sword and a monk friend, running through a zone and getting stomped by 20 level 10 mobs. True story, ran to Temple of Ages today through the black tower zone, thinking.. *yawn* but before we realized it we had agro'd about 10 mobs and were taking serious damage. Another minute and we were dead and the undead were laughin it up.
I like going back to help my guildmates to those Piken Square missions, solely because I like to conjure up some flames on my dragon sword and use hundred blades and watch a screen full of damage fly by and a mob of Charr drop dead Revenge baby.. yea.
And I think Charr wouldn't run away from any human, espcially since they've got the upper hand, destroyed most of Ascalon and are bigger than us :P Not to mention, they are probably thinking the same thing as we are... "Hey, that guys got a Fiery Dragon Sword, let's kill him for phat lootz!"
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May 12, 2005, 10:46 AM // 10:46
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#22
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Frost Gate Guardian
Join Date: Apr 2005
Location: UK baby
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hmm, here's a suggestion. Maybe in SOME areas, especially areas where lower levels exists, say, 0-5 or so, you could pacify an area. Much akin to that in the game Sacred.
If you pacify an area, there will be less monster spawn. Say, to pacify it, you have to wipe out all enemies in an area.
Edit: Sorry, this is what you get for skim-reading, Some one already posted this idea up top somewhere.
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May 12, 2005, 11:28 AM // 11:28
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#23
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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"Rawr, a human has trespassed our land! To arms Charr brethen"
"Sir, he has a level 20 thing over his head"
"Ok guys, let's just give the celebrity some room here..YOU FETCH HIM COOKIES AND MILK!"
I somehow doubt this kind of thing works.
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May 12, 2005, 11:28 AM // 11:28
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#24
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Academy Page
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I don't care about the RP logic behind it.
It's not fun to have to kill mob after mob that doesn't give xp.
That is grind.
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May 12, 2005, 12:55 PM // 12:55
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#26
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Ascalonian Squire
Join Date: May 2005
Location: Friemersheim, Germany
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While questing the mobs have to be agro of course, even when they doesn't have a chance against the char or the party. Otherwise you'd play the coops till lvl 20 and then you'd simply go back run through the quests.
And even on high-level it takes time to defeat a group of gargoyles. After eleminiting the twentieth mob it's still getting annoying although you won't have problems with the mobs.
Last edited by Gevatter Tod; May 12, 2005 at 12:57 PM // 12:57..
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May 12, 2005, 01:00 PM // 13:00
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#27
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Not everything agros you, some are even passive creatures (pet material), but just like real animals, some are territorial or visious and they will attack you if yor approach them anyways, the fact that your armor glints a different way or your eyes glow darker, doesn't mean a whole lot to an animal, or zombie and such in this case. Furthermore, undead creatures have nothing to fear from your blade as well, they are already dead.
Making lower lvl monster not agro isn't realistic and if they are so low then you can just walk right through them, I do all the time, they stop chasing after putting 2 or 3 dozen "-1s" over your head. But they could design items like shields or ward that repel enemies of certain natures, like a holy auhk that repels the dead or a flaming sword scaring away ice elementals. Either way, it matters little, if your that much higher you probably arn't taking damage at all, and you can kill 4 of them in one swing.......
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May 12, 2005, 01:10 PM // 13:10
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#28
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Ascalonian Squire
Join Date: May 2005
Location: Friemersheim, Germany
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But it's realistic, that the same mob waits for you, always at the same location, again and again? It would be realistic, when there wouldn't be a mob anymore after you've killed them (equal to repacified areas in Sacred).
There has to be comprimise between realism and comfort - I'm not that patient, that I would kill millions of annoying mobs again and again just for having a look on Ranik from a nearby hill. A special skill for chasing away low-level-mobs would be fine there.
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May 12, 2005, 01:19 PM // 13:19
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#29
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Ascalonian Squire
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Why're we arguing about realistic~ness? .. o_O Never even bring that up when you're talking about a videogame. Ever. .. It doesn't even matter.
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May 12, 2005, 05:57 PM // 17:57
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#30
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Ascalonian Squire
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I have to agree with the gang up theory, cause it works. At lev 18 I went back in visited the Charr. They were extremely easy, and I even noticed the drop rate seemed to be increased as I was slaughtering them. However, when I got into the tar at one point I got mobbed by about 20 lev 5 or so guys..and I just couldnt out heal the damage I was taking. So, its a pain, but if enough of em mob you, they can win...but on the bright side you get a ton of drops (charr hides=fur=good)
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May 12, 2005, 07:17 PM // 19:17
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#31
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Krytan Explorer
Join Date: May 2005
Location: Southern Cali
Guild: Herald of the Storm
Profession: W/R
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If I have one complaint about the game it's probably this.
It still takes several hits to kill low-mid level monsters that I get no XP from when all I want to do is return an item and just end a quest. This is especially aggravating when I've lost my way and I'm tired of dealing with creatures that keep wanting to attack no matter how long I run from them.
Creatures will ALWAYS eventually catch you if you run away from them. It's an inevitability if you are not travelling a perfectly straight line. Cast a spell? Fine, they'll just catch you quicker. Round a corner to avoid them? They'll round the corner ideally as the AI is at all Times drawing the straightest line from the creature(s) to you.
Naturally the pack keeps growing larger and larger and just one wrong turn will result in a really bad adventure session when all I want to do is end a cheap quest and move on.
With exceptions (like the warlike Charr) creatures worth 0XP to you should not engage you unless you engage them first. That gives grinders an opportunity to attack when they want but leaves others to peacibly be on their way if they don't want trouble.
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May 12, 2005, 07:39 PM // 19:39
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#32
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Pre-Searing Cadet
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I understand that a lot of people are trying to suggest different methods in the name of staying true to the RP paradigm, but if they put things in the game like instantly porting from town to town, there is nothing wrong with simply not making animals aggro if they are below the point where you would get xp.
What is the net effect of having 0xp mobs attack you? You are delayed from finishing your mission. They don't pose a threat, and you should be able to dispatch them easily, but you shouldn't HAVE to in order to get by.
I know that I am not alone when I have tried to just run by only to be stuck behind a tree or take a wrong turn and die at the hands of 10 lvl 1's when I am level 10.
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May 12, 2005, 07:54 PM // 19:54
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#33
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Academy Page
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Quote:
Originally Posted by Morgan19
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?
m19
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A dog will still try to bite a guy with a shotgun.
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May 12, 2005, 10:05 PM // 22:05
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#34
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Lion's Arch Merchant
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yeah i'll sign this 1 thousand times
if the mob doesn't give me xp why do i have to waste my play time hacking through them to get somehwere.
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May 12, 2005, 10:23 PM // 22:23
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#35
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Ascalonian Squire
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You've already been given the gift of instantanous travel between towns. Don't complain about a few monsters in your path >>
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May 12, 2005, 11:27 PM // 23:27
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#36
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Banned
Join Date: May 2005
Location: East Texas
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If you are past level 10-11 and are being aggroed by devouers, there really is only one reason that is plausible to me personally: You, like me, are farming for gold and drops.
Seriously...
I farm for gold and drops because after wiping out ALL LIFEFORMS on the map between warping, I have run out of opportunities to acquire mats and whatnot. So I mapwarp to piken again, for example, then exit town.
There really is no other reason you can give me for even being NEAR the lower level mobs
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May 12, 2005, 11:38 PM // 23:38
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#37
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Frost Gate Guardian
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Quote:
If you are past level 10-11 and are being aggroed by devouers, there really is only one reason that is plausible to me personally: You, like me, are farming for gold and drops.
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I missed towns after ascending (missed the Courthouse, for example).
I want to clear out quest items from my inventory and get some XP for it.
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May 12, 2005, 11:39 PM // 23:39
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#38
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Pre-Searing Cadet
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Why not have it so the mobs have boss monsters in them that level up as you do? Not quite as fast maybe, but fast enough so you get experience from them.
Either that or the idea of a Terrifying Gaze! type skill
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May 12, 2005, 11:41 PM // 23:41
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#39
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Ascalonian Squire
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Quote:
Originally Posted by Arrow Whisper
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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I thought the same thing about a week ago, Absolutely agree.
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May 12, 2005, 11:45 PM // 23:45
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#40
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Academy Page
Join Date: Apr 2005
Location: Coastal Oregon
Guild: Est Deus in Nobis [EDIN]
Profession: D/E
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It's true that people would just wait to do quests until they're a high enough level that the enemies wouldn't aggro them, so I think a possible solution would be a set amount of experience that you'd get for fighting the low level mobs. It wouldn't have to be any real amount of experience (it could be 1 for all I care), but you'd be getting something out of having to spend time fighting them.
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