CROW3 wrote: » MrWeapons wrote: » Its on all servers... why farm mobs for glint and recourses when you can farm dead players corpses. right? There's an arithmetic truth to this. If someone leaves a node with completely empty bags and the specific intent of 'gathering' by looting ow pvp fields, they will always have a net positive material gain no matter how many times they are killed as a purple.
MrWeapons wrote: » Its on all servers... why farm mobs for glint and recourses when you can farm dead players corpses. right?
Ludullu wrote: » This could have a fairly simple solution, once Intrepid figure out their AI shit. if the player that aggroed a mob is 5+lvls higher than the mob - the mob only uses single-target attacks if that player tries to redirect the aggro - the effect fails if that player disappears (i.e. logs off, goes stealth, etc), and the equal-lvl players do not attack the aggroed mob - the mob simply goes back to their initial location
Azherae wrote: » Please no, as a 'PvE' player of many years, this is almost instantly abusable and nearly every implementation of this sort of thing has either been exploitably bad, or ineffective against the sort of person who has the skill to do this in the first place.
Azherae wrote: » Level Scaling solves this way better than fiddly AI stuff, and Intrepid almost certainly has to implement the basic level of this anyway (for those unfamiliar, level scaling is not generally 'work' for Devs, in the way you might expect, it should just be emergent from their balance equations).
Ludullu wrote: » Azherae wrote: » Please no, as a 'PvE' player of many years, this is almost instantly abusable and nearly every implementation of this sort of thing has either been exploitably bad, or ineffective against the sort of person who has the skill to do this in the first place. My mind is drawing blanks. Can you give an example of abusability of this kind of design? And just to clarify that suggestion, the mob actions I listed above would only work as long as the high lvl player is the first one in the aggro list. And as long as that player has the looting rights (i.e. over 50% dmg dealt) - the mob should drop barely anything for a 4+ lvls higher player and nothing at all for the 9+lvls one. Azherae wrote: » Level Scaling solves this way better than fiddly AI stuff, and Intrepid almost certainly has to implement the basic level of this anyway (for those unfamiliar, level scaling is not generally 'work' for Devs, in the way you might expect, it should just be emergent from their balance equations). But wouldn't lvl scalling require separation of pvp and pve stats? And how would you then balance that against the ability of other players to bring in high lvl mobs into the fight? I gueeeeess we have the corrupted state in the plan already, which separates your pvp and pve power in terms of stat dampening, so maybe Intrepid already have the tools for that part of the equation, but the pve side of the open world would still remain. I would imagine leashing changes would help, but then wouldn't that just mean that OP's problem is somewhat gone then?
h8br33d wrote: » AstuWar wrote: » h8br33d wrote: » The part that makes this very bad is, there is no chance at retaliation for the lower lvl players because of such high level gap. Mob trains have been a tool in all MMOs I've played. They are not going anywhere and I do believe there are legitimate uses for them (not this one, though). If you can't engage in direct combat, learn to use the tools you do have. Griefers learnt to use mob trains, now it's your turn. Ofc mob trains are in other mmo's ,but other mmo's arent dropping your loot as a result.
AstuWar wrote: » h8br33d wrote: » The part that makes this very bad is, there is no chance at retaliation for the lower lvl players because of such high level gap. Mob trains have been a tool in all MMOs I've played. They are not going anywhere and I do believe there are legitimate uses for them (not this one, though). If you can't engage in direct combat, learn to use the tools you do have. Griefers learnt to use mob trains, now it's your turn.
h8br33d wrote: » The part that makes this very bad is, there is no chance at retaliation for the lower lvl players because of such high level gap.
CROW3 wrote: » I'm not a big fan of area / mob level scaling, so I'd approach this in a similar fashion as Ludullu. Basically, mobs have 4 states: - Baseline - Aggroed - Leashed - Dead The original nominal state of a mob is 'baseline.' When a player aggroes a mob (actively by hitting it, or passively by getting close) the mob is 'aggroed' with a focus of the player. Any other player that hits the mob is registered, but the mob's focus can only be broken by some heavy redirect (such as a taunt or MASSIVE hit). If the mob moves beyond x-yards from its baseline coordinates it enters a 'leashed' state with a return to baseline coordinate; any action taken against a mob in a leashed state is evaded. Once a mob returns to its original coordinate it heals to full and enters 'baseline' again. Caveat: - If the mob kills the focused player, and the player isn't in a group, the mob becomes 'leashed' - If the mob kills the focused player, and the player IS in a group, the mob focus changes to the next alive player with the most amount of threat 'Dead' is dead - but any player with a registered hit on the mob has their own loot.
Azherae wrote: » Yeah I'm being kinda selfish again, since I still don't want Ashes PvE to be WoW tier, but that's the direction, so honestly it wouldn't make sense to use the non-WoW style. I don't feel like competing with all the old heads who will abuse this to rush to level 50, so as long as Intrepid can find some sane, non-exploit way around that, we good, I guess. It's just disappointing to have everything come down to this 'tier' of gameplay after all these years, y'know?
Azherae wrote: » Dominion Blood Mushroom event in Sandworm Lair in TL has a 'level cap' of around '33'.
Noaani wrote: » I'm curious - why would you suggest Intrepid fix an issue that is 100% player skill based?
Ludullu wrote: » Noaani wrote: » I'm curious - why would you suggest Intrepid fix an issue that is 100% player skill based? I thiiiiink I've said it before on the forums, but I forget now. I find mob training real shitty. Especially the kind that we have in Ashes rn.
I'm all for "the victim used an aoe when they shouldn't have and they paid the price for it" kinds of situations, but rn mobs can reaggro on a fucking whim.
AstuWar wrote: » h8br33d wrote: » The part that makes this very bad is, there is no chance at retaliation for the lower lvl players because of such high level gap. As is expected. What you could do instead: 1) Bend over and take it from behind 2) ... 3) Profit
Noaani wrote: » To those people that don't know how these things work, there are two key points that matter in *most* games where this is possible. The first is that proximity pulling a mob in itself doesn't generate any hate. You are (in most games) technically on the mobs threat list with 0 hate.
Noaani wrote: » The other thing to keep in mind is that (in most games) buffs generate hate. In some games, even just class passives generate hate.
Noaani wrote: » rollox wrote: » Noaani wrote: » I'm surprised how few people seem to have worked out how to prevent this, or how to turn it around on the character trying to train mobs on to others. Players have tried. I was in a group that tried. The level and gear difference just makes it futile. Based on this response, I have to assume your attempt was based around PvP. As has been said, training mobs like this is commonplace in the early stages of most PvE MMORPG's where you can't attack the other players. This should make it obvious that the means to deal with this situation are not PvP based, meaning your gear and level simply aren't factors. This is absolutely a player skill issue - if you can't work out how to avoid being trained, then you deserve to be trained.
rollox wrote: » Noaani wrote: » I'm surprised how few people seem to have worked out how to prevent this, or how to turn it around on the character trying to train mobs on to others. Players have tried. I was in a group that tried. The level and gear difference just makes it futile.
Noaani wrote: » I'm surprised how few people seem to have worked out how to prevent this, or how to turn it around on the character trying to train mobs on to others.
pyreal wrote: » Noaani wrote: » rollox wrote: » Noaani wrote: » I'm surprised how few people seem to have worked out how to prevent this, or how to turn it around on the character trying to train mobs on to others. Players have tried. I was in a group that tried. The level and gear difference just makes it futile. Based on this response, I have to assume your attempt was based around PvP. As has been said, training mobs like this is commonplace in the early stages of most PvE MMORPG's where you can't attack the other players. This should make it obvious that the means to deal with this situation are not PvP based, meaning your gear and level simply aren't factors. This is absolutely a player skill issue - if you can't work out how to avoid being trained, then you deserve to be trained. It's interesting to see what people find pride in. You get em, tiger. You tell them scrubs.
Its_Me wrote: » I made a character on another server (your cactus server) last weekend for testing something specific and was leveling with a random group in highway hills. I leveled from 8-10 in the area where there was one level 25 griefer constantly pulling blister and 3 star mobs on us and I did not die once, even at my low level. I simply kept alert and watched for any player running towards our group and if I saw someone coming, I refrained from casting anything that was aoe or would splinter off to other NPCs so that my damage stayed on the NPC we had targeted. If Blister or multiple 3 star mobs were following, I ran out of the area and came back after, this resulted in seconds lost, not even minutes. If the person only had a couple mobs on them, we killed them for xp. People need to simply stay more alert and play defensively.
Andi wrote: » AstuWar wrote: » h8br33d wrote: » The part that makes this very bad is, there is no chance at retaliation for the lower lvl players because of such high level gap. As is expected. What you could do instead: 1) Bend over and take it from behind 2) ... 3) Profit Mmh. Sounds like a solution to anyone?
h8br33d wrote: » Its_Me wrote: » I made a character on another server (your cactus server) last weekend for testing something specific and was leveling with a random group in highway hills. I leveled from 8-10 in the area where there was one level 25 griefer constantly pulling blister and 3 star mobs on us and I did not die once, even at my low level. I simply kept alert and watched for any player running towards our group and if I saw someone coming, I refrained from casting anything that was aoe or would splinter off to other NPCs so that my damage stayed on the NPC we had targeted. If Blister or multiple 3 star mobs were following, I ran out of the area and came back after, this resulted in seconds lost, not even minutes. If the person only had a couple mobs on them, we killed them for xp. People need to simply stay more alert and play defensively. This works a good 30% of the time with the pyros they seem to just proximity aggro. I can't count how many times myself and others have got 1 shot because the person with original aggro has left the area, none of us even using an ability.
h8br33d wrote: » Yup you didn't know you're are just supposed to surrender all your loot to the level 25, So they can completely gear out off the drops you gave up, and lord over you even more with his newly crafted gear from your materials lol