There have been a few comments but I wanted to take the time to talk about something that is in the
Pre-Alpha 4K GM Gameplay video.
In the video at 14:53 Steven is being chased in the under realm and he comments that the leash range might be a bit further then normal. The long leash on the mobs pretty much force him and his party to fight (after some fun kiting by Steven).
Modern MMOs are to lax in this regards. Leashes are so small most characters don't fear mobs because they can just port, run, heal, or simply walk past them. The punishment is so small that it doesn't even make most players pause. There are other lazy settings in MMOs where it feels like almost all mobs share the same leash range. The melee mobs have 'X' range and ranged mobs have 'Y' range, across the board. There's no pause when a player gets to a new area and stops and think, "never seen this mob is it LOS, can they root, should I fight this now before I have to many one me?" Sure a lot of dungeons have good leash mechanics but a single youtube tutorial comes out pointing out the blind spots and everyone is expected to memorize them or face grief from your party. The open world should be like this.
Longer leashes slows game progression and a player feels accomplished when they make it across a long path and live (despite thinking it was the end a few times). I miss being able to create long trains and bringing back to my party to kill them. yeah we might roll a few times but it was pretty fun to watch someone with an army behind them screaming for help.
I really am curios what the community thinks about short vs long mob leashes. This is by no means a deal breaker for me but when watching this video I was excited to see those mobs chase Steven to his death ( lol don't hate me Mr Sharif you got rezed so it was all good).
Poll below for people who would rather vote then comment:
EDITED: fixed the poll. Hopefully this one works.
Poll me please
RESULTS THUS FAR (7/25/20)
VERY SMALL : 0
LARGE : 62.5% (10 votes)
NO LEASH : 37.5% (6 votes)