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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Agro ranges
Golol
Member
Heyooo people!
What do all of you guys think about agro ranges?
To simplify what i mean:
You are a hotshot maxlvl character, you need to travel to a dungeon/raid (or whatever). You run through a area you know good and well from leveling in, the mobs in this area are more or less a joke to your power at this point. You run past a pack of wolfes with 5 meters distance...and they just ignore you. You get to the dungeon and its game on.
In my opinion i would like a game that dosnt drasticly change my own characters agro range regardles of my level. That wolf i ran past dosnt know im max level, or have the best gear. Right?
Im just spitballing an idea here but, what if there was a potion or buff that made my agro range decreese? I could pour a potion on myself that would decreese my ''scent''(agro range) maybe?
Not saying it should be a potion or whatever, it might be a buff? Im just speaking of the general idea here.
I could undestand if people would want get a lower agro range to lower lvl mobs, but does it have to be so low that you could shout in the monsters ear before he notices you?
I get that something like this would be anoying being slowed or dismounted when moving around in the world. But i still think it would be a ''benefit'' overall in a way. Sure you wont get any exp or any loot that you might need, but you will get to know the monsters, the areas you're traveling through and not just forget about lowlvl mobs like they are not even there.
What do you guys think? Please give your thoughts about something like this. This was just a thought i had..
(English not my main language)
Question to the intrepid team(if you even read this):
Are you having fun making this game? Its important that you do imo!
What do all of you guys think about agro ranges?
To simplify what i mean:
You are a hotshot maxlvl character, you need to travel to a dungeon/raid (or whatever). You run through a area you know good and well from leveling in, the mobs in this area are more or less a joke to your power at this point. You run past a pack of wolfes with 5 meters distance...and they just ignore you. You get to the dungeon and its game on.
In my opinion i would like a game that dosnt drasticly change my own characters agro range regardles of my level. That wolf i ran past dosnt know im max level, or have the best gear. Right?
Im just spitballing an idea here but, what if there was a potion or buff that made my agro range decreese? I could pour a potion on myself that would decreese my ''scent''(agro range) maybe?
Not saying it should be a potion or whatever, it might be a buff? Im just speaking of the general idea here.
I could undestand if people would want get a lower agro range to lower lvl mobs, but does it have to be so low that you could shout in the monsters ear before he notices you?
I get that something like this would be anoying being slowed or dismounted when moving around in the world. But i still think it would be a ''benefit'' overall in a way. Sure you wont get any exp or any loot that you might need, but you will get to know the monsters, the areas you're traveling through and not just forget about lowlvl mobs like they are not even there.
What do you guys think? Please give your thoughts about something like this. This was just a thought i had..
(English not my main language)
Question to the intrepid team(if you even read this):
Are you having fun making this game? Its important that you do imo!
0
Comments
I had a bunch of blue (low, low level) macaws kill me because I thought I could rush past them on my mount. But they bunched around me, impeded my movement and pecked me to death.
I'll have to check to see just how low they were next week and see if I can get lowbies to chase me.
The mobs agro in a short range but you can just keep healing and walk away.
At one point I had like 5 raptors on me.
I did do jump puzzles while dealing with this all of this.
Currently, I don't feel threatened by mobs chasing me. At least on cleric.
If I had more time, I would write a shorter post.
I don't necessarily agree that monsters wouldn't realize a threat when they see one. If a species has been around for long enough they'll start to differentiate what is dangerous and what isn't. Whether it's because they smell the blood of countless enemies on you, or they notice your "aura" is larger than lower levels. It could even be something as simple as the armor a higher level wears makes them appear bigger and scarier than lower level armor.
I've always found it silly when a low level monster tries to attack you, clearly does no damage to you, but continues to try and kill you with no sense of self preservation. As a player it's just an annoying inconvenience because you have to stop what you're doing and kill this thing that otherwise should've been actively avoiding you.
It's not so much a matter of aggro range as it is tether range. It's easy enough to outrun the tether. Especially in the Cave.
I haven't tried to outrun the tether in the Crypt (which is a bit more enclosed, I think).
The funny thing is I see aggro range as not necessarily character focused but more creature focused. Perhaps a bird has a larger aggro circle because of their eyesight, whereas a slug's aggro circle might be a lot smaller. This would make it a bit harder to have archetype skills though that change aggro ranges of monsters.
Read the comic here!
Once again it's a situation of immersion vs gameplay. Yes it would be more immersive to for mobs to aggro onto players no matter what level they are, but doing so would harm the gameplay for both high and low level players.
They weren't used often, but they were super useful to use at times. Nothing more fun in Archeage than having someone chasing you, casting this spell to get past a fairly tough mob in a tight space, and then watching your pursuers get caught up with that encounter while you run off.
Yeah you make a good point, didnt think about that aspect a whole lot. Maybe it would be a dumb idea after all.
It was just a thought i had.
FFXI had the beloved trio of "Sneak", "Deodorize", and "Invisible". Which were all used all the time because on level mobs could not be soloed by most classes most of the time. Most mobs would kill you in a few hits before you could get 15 feet away, and if you could run beyond that they would never stop. The reliable way to run a mob off was to run out of the zone.
A healthy amount of fear instilled in the players via how hard the DEVs made the mobs. Made what WOW did in single unpopular spell, something that was popular in FFXI with three spells.
That and when you die in WOW you can't lose XP or level down... Level loss is also good incentive to be cautious and use utility spells like this.
If I had more time, I would write a shorter post.
I played priest in WoW Classic and it was one of my most used solo spells. That and Mind control.
Even other priests had no clue the versatility those spells had.
Creative/situational spells are my favorites in MMOs by far.
I'm pretty indifferent though, I like being able to ninja through areas at a lower level without the agro range being ridiculous but I also do not like when I am a high level and a level 1 salamander chases me down.