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Mob training to take a spot IS NOT GRIEFING! Everyone should do it.

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Comments

  • SathragoSathrago Member, Alpha Two
    Ludullu wrote: »
    Sathrago wrote: »
    This is basically how it works in old school games. Mobs will add your ass to their aggro list if you get too close, and being in melee will increase it significantly, most of the time enough to break aggro from the person running the train. I am fine with this being in the game as long as the mechanics for it are spelled out properly and if you allow players to root/slow non-combatant players. Otherwise training mobs onto each other with no real way to force the trainers to deal with the mobs will be quite difficult to deal with.
    Green players are supposed to be undebuffable, so all those trainers will be literally invulnerable to anything the victims would wanna do to them.

    Well that decision was a relatively recent one. If they made it just hard cc immunity and let roots/slows work I think that would fix the problem entirely.

    Training would still happen but players could combat it somewhat without being forced to go red.
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  • Its_MeIts_Me Member, Alpha Two
    I do not have a huge issue with mob training as it exists in many games. One of the best times I had in test was outsmarting and out-skilling a large group of 3 teams and a dragon trying to do this for well over an hour where not only did our small team not die, we grabbed the mobs they would tag and prevented them from gaining xp so they wasted a lot of time until they finally gave up and retreated in defeat. ;)

    Steven has mentioned that he will will be implementing changes on how aggro/leashing works and someone asked today in discord if after this implementation if players that pulled mobs and ended up getting people killed would be considered griefing and his answer was no.

    If after the changes someone drags mobs over you and you hit them with your aoe or other damage pulling that aggro, you will need to deal with that and this is where exercising good situational awareness, which I have mentioned repeatedly, will come into play.

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  • LudulluLudullu Member, Alpha Two
    Sathrago wrote: »
    Well that decision was a relatively recent one. If they made it just hard cc immunity and let roots/slows work I think that would fix the problem entirely.

    Training would still happen but players could combat it somewhat without being forced to go red.
    This then has the direct mirror of "a player at low hp running away from a strong mob can now be slowed/rooted for his loot".

    I'd prefer if mobs themselves had a behavioral pattern, where if several mobs are being pulled away from their preferred location - they start throwing out roots and slows.

    The core principal is the same, but it doesn't require the potential victims to go purple (which could be a bait in itself) and also prevents the abuse I mentioned above.
  • TheyssTheyss Member, Braver of Worlds, Kickstarter, Alpha Two, Early Alpha Two
    No. Not at all to OP's post.
    Sorry, but the suggestion is quite ridiculous and I believe you, yourself, know why.
  • XeegXeeg Member, Alpha Two
    Theyss wrote: »
    No. Not at all to OP's post.
    Sorry, but the suggestion is quite ridiculous and I believe you, yourself, know why.

    Nope.. I just hear people say "no" without any arguments. I made a great argument as to why its a good thing. It is clearly part of the game design.

    Stop being lazy, make your argument or STFU.
  • XeegXeeg Member, Alpha Two
    Ludullu wrote: »
    Sathrago wrote: »
    Well that decision was a relatively recent one. If they made it just hard cc immunity and let roots/slows work I think that would fix the problem entirely.

    Training would still happen but players could combat it somewhat without being forced to go red.
    This then has the direct mirror of "a player at low hp running away from a strong mob can now be slowed/rooted for his loot".

    I'd prefer if mobs themselves had a behavioral pattern, where if several mobs are being pulled away from their preferred location - they start throwing out roots and slows.

    The core principal is the same, but it doesn't require the potential victims to go purple (which could be a bait in itself) and also prevents the abuse I mentioned above.

    Even attacking purples is a risk. They can change white right before your last hit and suddenly you are corrupted. Happened to me early in this phase. Now I'm scared to even attack purples... Pretty lame imo.
  • LudulluLudullu Member, Alpha Two
    Xeeg wrote: »
    Even attacking purples is a risk. They can change white right before your last hit and suddenly you are corrupted. Happened to me early in this phase. Now I'm scared to even attack purples... Pretty lame imo.
    I haven't checked, have they changed the "you can just toggle off your flag" thing? I thiiiink I've heard that there's a timer on it now, but not sure.

    If they have removed that and it is a timer, L2 had a solution for this too. In the last ~10s ofthe timer the purple color would start blinking, signifying to both the attacker and the target that the target's flag is about to drop. I fully expect something similar in Ashes, and if it's not there - IT FUCKING BETTER BE, STEVEN!
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    Xeeg wrote: »
    You can ask a team to move from a spot nicely.
    You can try and out dps/tag a team to win a spot.
    You can PVP challenge a team to win a spot.
    OR all else fails, you can mob train on em and win the spot.

    Seems more like this:
    You can mob train on em and win the spot.
    You can try and out dps/tag a team to win a spot.
    You can PVP challenge a team to win a spot.
    OR all else fails, you can ask a team to move from a spot nicely.

    I do like your point about the occupying party having more to lose and a weaker position. That is true with or without mob training.

    I just want it fixed because the conflict is so much better when its diplomacy ,DPS race, or PvP.
    Training is the lease fun option to me.

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    This is my personal feedback, shared to help the game thrive in its niche.
  • EndowedEndowed Member, Alpha One, Alpha Two, Early Alpha Two
    Mob training is rampant right now.
    Only answer, currently, is an active GM.
  • XeegXeeg Member, Alpha Two
    Vhaeyne wrote: »
    Xeeg wrote: »
    You can ask a team to move from a spot nicely.
    You can try and out dps/tag a team to win a spot.
    You can PVP challenge a team to win a spot.
    OR all else fails, you can mob train on em and win the spot.

    Seems more like this:
    You can mob train on em and win the spot.
    You can try and out dps/tag a team to win a spot.
    You can PVP challenge a team to win a spot.
    OR all else fails, you can ask a team to move from a spot nicely.

    I do like your point about the occupying party having more to lose and a weaker position. That is true with or without mob training.

    I just want it fixed because the conflict is so much better when its diplomacy ,DPS race, or PvP.
    Training is the lease fun option to me.

    Big problem right now is that even purple are a risk to attack because they can turn white at any moment and suddenly you go corrupt by accident. Already happened to me.

    PVP fighting over spots is non-existent from what i've seen. Too much coordination for both teams to be able to pull it off with half flagging and half not, etc. Or if the dps flags, and the healer heals him and then flags, and then cant heal the tank... Its just a disaster, so most times I don't see direct 8v8 teams fighting over spots. Maybe some tank walls.

    So really the only method left is hoping to mob train them out of the spot. This is probably why it is the most popular right now. Doesn't require communication and is effective on teams that aren't experienced enough to know when to run and when to stay.
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