Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Lets be serious. No solo player would like it to wait for adds to "reset" so they could do their quests.
It would maybe be okay for group quests, but even then the adds should not be smart enough to alert more then the surrounding adds.
I know what you mean with the feeling that it can be a bit dumb, when you kill an add around 35m away from the next add and the aggro range is 30m.
I can get behind the idea of roleplaying adds, because that would give the whole world some more depth, but that would require them to customize so many different dialogues between the NPCs, that it would not be efficient and would rather set the release back even further. ;D
But trust me, the moment that someone invents the fulldive system, this should be totally implemented xD
In my experience, forcing a player to go slowly in the way you describe is more frustrating than challenging. Again it doesn't really make the fights harder, just more time-consuming because you spend more time waiting for the mobs to split up than actually killing them. Not only that but you need to consider the tools a player has available to them. Early on in the leveling process, characters usually don't have many abilities, which limits their options when handling groups of enemies. There's no point in having a level 10 spell caster mob that needs to be interrupted if you don't give the players an interrupt skill until level 20.
Chronicles of Elyria will have perma-death (you die of old age) which will result in a player having to spend real money for a new character. Luckily, perma-death only occurs about once every 12 months or so.
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Having to plan your fight and fight for your life is part of the fun. I want the challenge. I want extra mobs to get pulled from time to time and have to scramble to survive. Otherwise put a big red I win button on the log in screen so I can go do other stuff.
I think there are plenty of ways to do this. Mobs that call for help or flee at double speed looking for help. What ever it take so the wilderness feels wild and dangerous. Others called out CC (god I hope so). Hope CC is needed often.
Some of my fondest memories in MMO's come from the scramble and barley winning.
Fist time my guild in SWTOR did Kragga's place raid. Was at the end of our time. We pulled just to see the fight was me healing and a melee DPS at the end running around trying to win. WE DID! Purely through the scramble and will to win.
Same applies to the open world really hope it is dangerous.