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Mob aggro makes training other too easy

SpifSpif Member, Alpha Two
edited November 7 in General Discussion
Whether it's done on purpose or accident, it's far too easy to get trained in this game. I'm not actually sure if this is intended. But it seems like a mistake in a game where you can loot someone's body

Comments

  • EndowedEndowed Member, Alpha One, Alpha Two, Early Alpha Two
    Agreed.
  • FippyFippy Member, Alpha Two
    Super agree. Sometimes mobs literally stop chasing someone and just immediately turn to attack you, or you're far away from the train (far enough you wouldn't have gotten initial proximity agro) but then once they leash from the first player, they run to wherever you are instead of resetting along their leash path. I died many times this way in over populated grind spots.
  • novercalisnovercalis Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    pvx
    {UPK} United Player Killer - All your loot belongs to us.
  • EndowedEndowed Member, Alpha One, Alpha Two, Early Alpha Two
    not pvx.
    its npc coding just needs more addressing.
    this was always going to be case. part of building and testing.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    The mobs need a serious adjustment on leash radius from their spawn points. I was looking for a quest marker for a 'lvl1 quest', a lvl20 mimic triggered in the area, so I obviously booked it back to my horse and rode away

    Only to realize it was still following, and another minute later it was still following, and another couple minutes of riding away it was still following, and it chased me all the way into Winstead, halfway through the path up to the town hall, and then I can only assume it finally changed targets to someone because I turned around up there and didn't see it anymore, and there were two red piles near the storage clerk when I went back down.

    There's no way it's intended for multiple minutes of travel distance on horse to not be enough to break a mob's leash to go back to their spawn point.
  • FippyFippy Member, Alpha Two
    Caeryl wrote: »
    The mobs need a serious adjustment on leash radius from their spawn points. I was looking for a quest marker for a 'lvl1 quest', a lvl20 mimic triggered in the area, so I obviously booked it back to my horse and rode away

    Only to realize it was still following, and another minute later it was still following, and another couple minutes of riding away it was still following, and it chased me all the way into Winstead, halfway through the path up to the town hall, and then I can only assume it finally changed targets to someone because I turned around up there and didn't see it anymore, and there were two red piles near the storage clerk when I went back down.

    There's no way it's intended for multiple minutes of travel distance on horse to not be enough to break a mob's leash to go back to their spawn point.

    The one mimic I ran into, God knows where it actually came from, just didn't leash. It just say back down where it killed us all and stayed there.
  • VeeshanVeeshan Member, Alpha Two
    Spif wrote: »
    Whether it's done on purpose or accident, it's far too easy to get trained in this game. I'm not actually sure if this is intended. But it seems like a mistake in a game where you can loot someone's body

    i as a ranger just root/snare the person i see running at my group with a bunch of mobs chasing them and it kinda solves the issue :p
  • VeeshanVeeshan Member, Alpha Two
    Endowed wrote: »
    not pvx.
    its npc coding just needs more addressing.
    this was always going to be case. part of building and testing.

    to be fair if there were a group of goblins chasing a human and he see humans standing still right there making for easier targets i would assume the goblin would also switch targets to the easier target :p so maybe there going for realism here :P
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Fippy wrote: »
    Caeryl wrote: »
    The mobs need a serious adjustment on leash radius from their spawn points. I was looking for a quest marker for a 'lvl1 quest', a lvl20 mimic triggered in the area, so I obviously booked it back to my horse and rode away

    Only to realize it was still following, and another minute later it was still following, and another couple minutes of riding away it was still following, and it chased me all the way into Winstead, halfway through the path up to the town hall, and then I can only assume it finally changed targets to someone because I turned around up there and didn't see it anymore, and there were two red piles near the storage clerk when I went back down.

    There's no way it's intended for multiple minutes of travel distance on horse to not be enough to break a mob's leash to go back to their spawn point.

    The one mimic I ran into, God knows where it actually came from, just didn't leash. It just say back down where it killed us all and stayed there.

    It's a very bizarre system (bugs, hopefully) going on with mobs. I've also had gravegobbies aggro from almost a whole town away. They'll just randomly show up in a roll that smacks my kneecaps.
  • RocketFarmerRocketFarmer Member, Alpha Two
    Train leashing is a PVX strategy. Ran into it a couple of times. Easier to delete players farming “your” node without gaining corruption.
  • SpifSpif Member, Alpha Two
    In reply to PvX players that like this, I'm ok with it if it's the intended. I'm just pretty sure it isn't though, as it's a low risk way of killing people to loot their stuff. IE, griefing that the green/purple/red system is supposed to prevent.

    IMO the lack of leashing is the "most bugged" part. Especially if it's an elite mob that's needed to complete an encounter. But the mob just stands there far from the encounter because it chased someone riding by
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