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.
Azherae wrote: » For clarity I have no issues with the concept of AoE farming, it's a 'skill', designers usually can decide how difficult or easy they want that to be based on mob density, mob power, and the power of AoE abilities. I have an issue with the idea that in a game where things should supposedly be difficult, difficult enough that you even care what your team composition is when you enter an area, AoE farming wouldn't require either extreme skill, or wouldn't reward little exp (and I have experienced games where the latter is still not enough because they have good drops or whatever). I really don't think Ashes is going to mess this up by accident, these people have been playing MMOs for years. The fact that a few of them have played one where this was a thing for a bit, isn't a negative, it was very popular, so many people would have. EDIT: Fixed a double-negative, gotta get back to speaking English after being in the lang-code mines today.
Neurath wrote: » 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 will end up being a meta in which it 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 weren't a mage, healer, Tank - you weren't allowed into a group. now imagine that, 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 together with either. It's also braindead gameplay. I am not trying to eliminate the ability to aoe farm, but simply creating mechanics that can fuck up aoe farms. So if your able to pull it off, cool. Risk/Reward - cause it should not be easy to do and there should be plenty of death happen for you to consider, "am I breaking even or still doing a bit better in terms of XP per Hour". So, you want a solo grind fest like BDO? Because what you propose will force others not to group which I feel is the anti purpose of the whole point of an mmo. I do not want to be solo, accidentally pull multiple mobs and then be annihilated because of mechanics designed to stop 'aoe farming'. Sometimes I wonder what people are actually aiming for.
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 will end up being a meta in which it 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 weren't a mage, healer, Tank - you weren't allowed into a group. now imagine that, 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 together with either. It's also braindead gameplay. I am not trying to eliminate the ability to aoe farm, but simply creating mechanics that can fuck up aoe farms. So if your able to pull it off, cool. Risk/Reward - cause it should not be easy to do and there should be plenty of death happen for you to consider, "am I breaking even or still doing a bit better in terms of XP per Hour".
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.
Veeshan wrote: » i think it was for EQ where that spell had a 5-10 sec cast and it portal ur group to the entrance or closest safe spot and wipe mob agro.
novercalis wrote: » Neurath wrote: » 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 will end up being a meta in which it 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 weren't a mage, healer, Tank - you weren't allowed into a group. now imagine that, 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 together with either. It's also braindead gameplay. I am not trying to eliminate the ability to aoe farm, but simply creating mechanics that can fuck up aoe farms. So if your able to pull it off, cool. Risk/Reward - cause it should not be easy to do and there should be plenty of death happen for you to consider, "am I breaking even or still doing a bit better in terms of XP per Hour". So, you want a solo grind fest like BDO? Because what you propose will force others not to group which I feel is the anti purpose of the whole point of an mmo. I do not want to be solo, accidentally pull multiple mobs and then be annihilated because of mechanics designed to stop 'aoe farming'. Sometimes I wonder what people are actually aiming for. huh?? no. how the fuck did you infer that.
novercalis wrote: » 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. Aggro should be large. It's immersion breakign and stupid to see a giant dragon look at you and go "AWW SHUCKS, I only attack people who are 50 feet of me and you're at 1 feet more away (51ft). Yet, you want mobs to be intelligent addition to PvP encounters, get opponents in a genera area and watch them get swamp????????? with a short aggro???????????? HUH?????????????
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: » Single target DPS should be very high, AOE target spells should be very low and I mean very low. Example: Level 50 mage with BiS everything - casting fireball deals 10,000 damage to a single target. Same Mage, casting an AOE should be dealing MAX 1,000 dmg per mob. Now if you got 10, you just did 10k dmg. The mana consumption should be large and not viable to go OOM and successfully kill mobs.
novercalis wrote: » Veeshan wrote: » i think it was for EQ where that spell had a 5-10 sec cast and it portal ur group to the entrance or closest safe spot and wipe mob agro. IDK how I feel about this in AoC. As long as that portal can be interrupted or uncastable in pvp, wether you opt in or not. not a fan of people escaping cheaply and safely (See WoW bubble/gate)
Neurath wrote: » All you have to do is add cc to all mobs. The rest will take care of itself in my mind. I'd even accept shorter leashes if the mobs do cc to catch you.
Azherae wrote: » From a conversation in another thread, as usual. Right now as of the shown flow in the Tank update, Mob Leashing seems to be short ENOUGH that you can outrange mobs within their own area. Whether this is a default or not is unclear from the content, but there has been a concern raised that this will lower difficulty and challenge if it remains as it is. A relatively populated area would require players to run away in the right direction to avoid getting more mobs on them, but if one could realistically just 'keep running' until a safe area is reached, this may not matter. Since I generally only play games with no leash of this type (my main game switched from 'no leash at all, the entire zone will chase you', to 'if you do manage to get away, the mob just fades after a bit and cannot easily aggro others', and BDO is BDO), I can't claim to understand why this is implemented in this way at all other than to make the game easier, as pointed out. Do you perceive this as a problem, or is the effect on difficulty something you either don't experience, or believe should be in the game?
novercalis wrote: » It's immersion breakign and stupid to see a giant dragon look at you and go "AWW SHUCKS, I only attack people who are 50 feet of me and you're at 1 feet more away (51ft).
novercalis wrote: » Also would like to point out - When the are returning - they don't ignore other players along the way back. MOBS should be aggroing on anything nearby again. It's weird seeing 2 NPC run past steven because they unleashed.
Mag7spy wrote: » novercalis wrote: » Also would like to point out - When the are returning - they don't ignore other players along the way back. MOBS should be aggroing on anything nearby again. It's weird seeing 2 NPC run past steven because they unleashed. This sounds like griefing.