The one thing I wish they would do is adjust the AI to where mobs that are far below your level don't even acknowledge you or chase you. There's nothing I hate more than simply trying to get to a place as a VR14 and I have a pack of VR1 mobs chasing me that don't have a chance in hell of even taking .01% of my health.
Know what? In Oblivion and Skyrim, I explored.. EVERYWHERE. And, know what? There were MOBS EVERYWHERE, even random spiders who wandered up and killed off the NPCS at the skooma din where I stopped for directions.
No.. more mobs means more Xp means more gold from selling drops.
I do find it interesting that this is the exact opposite of this thread I saw yesterday.
http://forums.elderscrollsonline.com/discussion/144171/so-empty
Reason #1 - it's an MMO and sometimes you have to grind for stuff.
How about I just shouldn't be attacked by mobs that are 20 levels lower than me.....
I am 100% with you. There are so many people on this forum who seem to be completely caught up in notions of what a MMO should or should not be, based on previous experience with MMOs.Reason #1 - it's an MMO and sometimes you have to grind for stuff.
Why not try finding ways of moving away from the constant grinding then? I never understood why just because that's what MMOs turned in to, everyone who makes an MMO thinks that's what the entire thing needs to be centered around. I mean there can't be that many people who find killing the same mob fifty freaking times actually enjoyable. Just to get one rare drop.
AlexDougherty wrote: »You can explore quite easily, the mobs just slow you down, they have never stopped me finding things.
Doesn't it feel artificially full though? There shouldn't be this many mobs around. I tend to agree with @Elloa, Cyrodiil is a good example of mob placement. Maybe we could use a few more than that in the open world, but not many.
Maybe they should group up?AlexDougherty wrote: »AlexDougherty wrote: »You can explore quite easily, the mobs just slow you down, they have never stopped me finding things.
Doesn't it feel artificially full though? There shouldn't be this many mobs around. I tend to agree with @Elloa, Cyrodiil is a good example of mob placement. Maybe we could use a few more than that in the open world, but not many.
If they thinned it out, then we would start getting people complaining that there are no mobs for them to fight because someone else keeps getting there first. (trust me it just takes a slight change and a few days were everyone is doing the same quests at the same time, which I have seen happen).
Maybe they should group up?AlexDougherty wrote: »AlexDougherty wrote: »You can explore quite easily, the mobs just slow you down, they have never stopped me finding things.
Doesn't it feel artificially full though? There shouldn't be this many mobs around. I tend to agree with @Elloa, Cyrodiil is a good example of mob placement. Maybe we could use a few more than that in the open world, but not many.
If they thinned it out, then we would start getting people complaining that there are no mobs for them to fight because someone else keeps getting there first. (trust me it just takes a slight change and a few days were everyone is doing the same quests at the same time, which I have seen happen).
I never had problems to explore the gameworld due to too many mobs.
Well, except for being alone in Craglorn at VR1, back then with my first character..
I am 100% with you. There are so many people on this forum who seem to be completely caught up in notions of what a MMO should or should not be, based on previous experience with MMOs.Reason #1 - it's an MMO and sometimes you have to grind for stuff.
Why not try finding ways of moving away from the constant grinding then? I never understood why just because that's what MMOs turned in to, everyone who makes an MMO thinks that's what the entire thing needs to be centered around. I mean there can't be that many people who find killing the same mob fifty freaking times actually enjoyable. Just to get one rare drop.
I see it completely differently. I see all other existing games as inadequate, otherwise I would be playing one of them instead. In our creative process we can draw inspiration from those games, but we are in no way bound to the solutions or mistakes they offered.
To me, this forum is about helping to create the best possible game, regardless of genre expectations. Innovation demands leaving existing concepts behind.
Being reminded of the existing concepts can be helpful if it helps solve a problem, but is inconsequential and simply distracting if not woven into creative thought process.
sorry zones are too small for that.
I am 100% with you. There are so many people on this forum who seem to be completely caught up in notions of what a MMO should or should not be, based on previous experience with MMOs.Reason #1 - it's an MMO and sometimes you have to grind for stuff.
Why not try finding ways of moving away from the constant grinding then? I never understood why just because that's what MMOs turned in to, everyone who makes an MMO thinks that's what the entire thing needs to be centered around. I mean there can't be that many people who find killing the same mob fifty freaking times actually enjoyable. Just to get one rare drop.
I see it completely differently. I see all other existing games as inadequate, otherwise I would be playing one of them instead. In our creative process we can draw inspiration from those games, but we are in no way bound to the solutions or mistakes they offered.
To me, this forum is about helping to create the best possible game, regardless of genre expectations. Innovation demands leaving existing concepts behind.
Being reminded of the existing concepts can be helpful if it helps solve a problem, but is inconsequential and simply distracting if not woven into creative thought process.
By your logic process, you should stop playing this game because you think THIS MMO is coded with too much mob density.
Can I haz ur stuffs M8?
Know what? In Oblivion and Skyrim, I explored.. EVERYWHERE. And, know what? There were MOBS EVERYWHERE, even random spiders who wandered up and killed off the NPCS at the skooma din where I stopped for directions.
No.. more mobs means more Xp means more gold from selling drops.
I do find it interesting that this is the exact opposite of this thread I saw yesterday.
http://forums.elderscrollsonline.com/discussion/144171/so-empty
True. My main critique would be that I just want them to do something other than stand there and wait for someone to walk by and attack. I mean I skyrim many giants followed migration patterns-- even if they weren't complex migration patterns. I just want to see more of that.
It's not a matter of numbers to me, as much as it's about immersion. The worst offender of any game I think I've ever seen was fable 3 (god, I hated that game). Walking into one town there was a static spawn point for a mob of mercenaries who would then just basically stand there in the middle of the road, all bunched up... like, in the middle of the freaking town.
Point is, it doesn't take much of a veil to give the illusion of an immersive world, but the fewer static spawn points where mobs just sit there and wait for you, the better. This is just an old game mechanic that needs to be retired.
danno816_ESO wrote: »Know what? In Oblivion and Skyrim, I explored.. EVERYWHERE. And, know what? There were MOBS EVERYWHERE, even random spiders who wandered up and killed off the NPCS at the skooma din where I stopped for directions.
No.. more mobs means more Xp means more gold from selling drops.
I do find it interesting that this is the exact opposite of this thread I saw yesterday.
http://forums.elderscrollsonline.com/discussion/144171/so-empty
True. My main critique would be that I just want them to do something other than stand there and wait for someone to walk by and attack. I mean I skyrim many giants followed migration patterns-- even if they weren't complex migration patterns. I just want to see more of that.
It's not a matter of numbers to me, as much as it's about immersion. The worst offender of any game I think I've ever seen was fable 3 (god, I hated that game). Walking into one town there was a static spawn point for a mob of mercenaries who would then just basically stand there in the middle of the road, all bunched up... like, in the middle of the freaking town.
Point is, it doesn't take much of a veil to give the illusion of an immersive world, but the fewer static spawn points where mobs just sit there and wait for you, the better. This is just an old game mechanic that needs to be retired.
Yes, but in single player games you don't have 500,000 other players messing around with mob spawns.
Remember that in Skyrim the respawn time was like 7 in game days, and some delves would never respawn, so your actions made a true difference. They try to mimic this with phasing, but phasing brings in its own set of problems.
In an mmo I'm afraid there are just too many players killing stuff that if you don't have relatively quick, simple spawns, you would just never run across any mobs ever.
edit: Ultima Online tried to have an amazing living breathing world, here is what happened:
"Artificial Life Engine[edit]
Starr Long, the game's associate producer, explained in 1996:
Nearly everything in the world, from grass to goblins, has a purpose, and not just as cannon fodder either. The 'virtual ecology' affects nearly every aspect of the game world, from the very small to the very large. If the rabbit population suddenly drops (because some gung-*** adventurer was trying out his new mace) then wolves may have to find different food sources (e.g., deer). When the deer population drops as a result, the local dragon, unable to find the food he’s accustomed to, may head into a local village and attack. Since all of this happens automatically, it generates numerous adventure possibilities.
However, this feature never made it beyond the game's beta stage. As Richard Garriott explained:
We thought it was fantastic. We'd spent an enormous amount of time and effort on it. But what happened was all the players went in and just killed everything; so fast that the game couldn't spawn them fast enough to make the simulation even begin. And so, this thing that we'd spent all this time on, literally no-one ever noticed – ever – and we eventually just ripped it out of the game, you know, with some sadness.[14]"