Azherae wrote: » Since this is entirely up to Devs in terms of paths (how many paths they give you with no Mob B-E, so you can escape from Mob A), and I generally don't seem to play games where players have meaningfully higher movespeed than Mobs, or easy retreat paths, the idea is a bit foreign to me. tl;dr as soon as leashes aren't short in an even slightly enclosed space, my experience is that trying to run from Mob A will eventually end SOMEWHERE with Mobs W-Z killing you, and I can see why a fully open world game generally wants to have SOME leash.
NiKr wrote: » Azherae wrote: » Though this would definitely lead to aoe farming, so there'd probably have to be some AI coding against that or some other ways of making it not a super optimal way to play. this can be prevented with mob abilities. This is an issue in EQ p99, never happened in retail or was rarely a thing, so the dev didnt patch it to prevent such things but the easy solution to aoe farms can be: AOE related spells are channel spells, a single point of damage will interrupt your spell. Mana consumption for AOE spells is HUGE. If the channel spell is 2 seconds, 5 seconds or 10 seconds and gets interrupted, you still lose ALL OF THAT MANA. Now with that said - Sprinkle mobs with Range capability. Shooting arrow, throwing boulder that leads to a stun / prone, gap closers such as charge, root, fast spell casting with large range.
Azherae wrote: » Though this would definitely lead to aoe farming, so there'd probably have to be some AI coding against that or some other ways of making it not a super optimal way to play.
NiKr wrote: » Azherae wrote: » Since this is entirely up to Devs in terms of paths (how many paths they give you with no Mob B-E, so you can escape from Mob A), and I generally don't seem to play games where players have meaningfully higher movespeed than Mobs, or easy retreat paths, the idea is a bit foreign to me. tl;dr as soon as leashes aren't short in an even slightly enclosed space, my experience is that trying to run from Mob A will eventually end SOMEWHERE with Mobs W-Z killing you, and I can see why a fully open world game generally wants to have SOME leash. This is why I think that some triggers for a more frequent use of slowing/rooting abilities by the mobs would help quite a bit. And it would feel a bit more active than just a "mob runs after you until it gets in range of an attack" situation. Also, if there is a leash, should it be a location one or a player one, or a combination of both? I'd personally prefer a location leash (not just a spawn point, but a whole location) with no player leash, so that fleeing players gotta leave a location completely because all those A-Z mobs will run after them until they do. Though this would definitely lead to aoe farming, so there'd probably have to be some AI coding against that or some other ways of making it not a super optimal way to play.
Azherae wrote: » AoE farm requires 'an entire group of mobs that you can AoE down before they kill either you or whoever is protecting you', and this exp still has to be decent, right?
Neurath wrote: » Not sure why there is an issue with aoe farming. There won't be enough quests to hit max level which means the groups need somewhere to grind too.
Neurath wrote: » But you will drive all the groups to the solo spots and the soloers will be screwed. The majority of the player base will never see this discussion and are used to aoe farms. They will aoe farm wherever it is viable.
novercalis wrote: » daveywavey wrote: » No Leash is just stupid. I can't think of many (any?) creatures that would carry on chasing you forever, leaving their home and familiar environment to use all its energy just to hunt you down cos it happened to see you nearby. That's just not how it works. There's always a point at which the effort involved in the chase outweighs the benefits of a successful capture. personally find it fun and left many memorable moments. Granted we had "Zones" so it wasnt infinite but some maps, from point A to point B can take you 20-30 mins to run. So in EQ, first day playing on release, I rolled a wood elf and my friend rolled a dwarf. Our other friend was a human and we wanted to go meet up with him. I needed to run to Butcherblock, got there safely. Now entering to Butcher Block, I needed to run to the Dwarf city, which is approx 10 minute of running. I am level 1, I end up pulling a orc centurion. I am now lost, we don't have a MAP, I had this MFer chase me for 5 minutes while I am trying to find safety and a place where I can die and hopefully find my body. I was on the phone with my friend, screaming and freaking out. Then I learned how brutal this game was, with no map, and now I have skeletons around my corpse - took me 1-2 hours to recover and finally got to my friend. Then we learned about the boat ride and religion choice matter in Freeport.. RIP we got fond memories being chased around throughout our entire EQ sessions. So at the very least, Some mobs should chase you until you leave it's node, others up to exiting a dungeon or their controlled area, like the KEEP in the video. You should not have a sense of safety anywhere.
daveywavey wrote: » No Leash is just stupid. I can't think of many (any?) creatures that would carry on chasing you forever, leaving their home and familiar environment to use all its energy just to hunt you down cos it happened to see you nearby. That's just not how it works. There's always a point at which the effort involved in the chase outweighs the benefits of a successful capture.
WHIT3ROS3 wrote: » I think the mobs should have a leash/aggro range on the shorter side. It's just annoying to be going through the world and you tag everything and anything you pass. Constantly having to whack away mobs. Mobs should be intelligent additions to PvP encounters, get opponents in a general area and watch them get swamped by mobs. It also stops trawling entire areas and picking up an insane amount of mobs to just farm down. I also think it would be beneficial to greatly reduce the agro range of mobs in development showcases.
novercalis wrote: » Neurath wrote: » Not sure why there is an issue with aoe farming. There won't be enough quests to hit max level which means the groups need somewhere to grind too. it cheapens the experience. fuck aoe farm. Also meta and screws over soo many players too Classic WoW - lots of people got screwed over in their 30s when people started doing Scarlett Monastery. If you werent a mage, healer, Tank - you werent allowed into a group. now imagine, there won't be enough quest to hit max level, correct but there won't be any tanks and healers for other players to grind either. It's also braindead gameplay. I am not trying to eliminate the ability to aoe farm, but simply creaitng mechanics that can fuck up aoe farms. So if your able to pull it off, cool. Risk/Reward - cause it should be easy to do and plenty of death should happen for you to consider, am I breaking even or still doing a bit better in terms of XP per Hour.
George_Black wrote: » Instead of complaining about AoE farming and advocating for short leash (which would make mobs skippable and exploration mundane) people should PvP with AoE farmers. Also, there are solution to AoE farming besides pvp. Stop talking about AoE farming.
Noaani wrote: » George_Black wrote: » Instead of complaining about AoE farming and advocating for short leash (which would make mobs skippable and exploration mundane) people should PvP with AoE farmers. Also, there are solution to AoE farming besides pvp. Stop talking about AoE farming. What sort of a game has mob leashing as the only way to make exploration not mundane? If a mob has a very short leash, that doesnt mean you should be able to just run past it if it would pose a challenge to you. You should still only be able to run past mobs that literally pose no challenge.