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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Korah_Eaglecry wrote: »This is really difficult because sometimes it would be nice to go about your business in lower level areas and not have to deal with mobs.
On the other hand. When has this ever applied in Elder Scrolls? Wherever you went no matter how leveled up you were or how OP you were. Things would attack you and pay the price.
More importantly, while this isnt real life, it feels a little immersive when a wolf or alit attacks. Because what would these things care for 'level'. Same with thugs....What do they care? They have the numbers game on their side.
The levels are simply there for us the players to evaluate the threat and chances of success. Although I would love to see randomly single targets take off running if they began losing. Im sure some would be annoyed with that more than mobs actually attacking. But it be hilarious to see a NB Mob cut and run when things started to go wrong for them.
One of the big problems with low level mobs not aggroing to attack is that it can mess with the balance of crafting too much and eventually bork the economy, depending on the game.
In LotRO this is still a bone of contention with some players despite the game's dwindling population, because high level players can go into a low level zone and in a matter of minutes clear out all the available raw mats since they don't get attacked. They then turn around and post them on the AH for ludicrous amounts of gold. The expectation is basically price gouging to fleece other high level players with money and low level alts who can't be bothered to farm the mats themselves.
Meanwhile, some poor noob trying to level his craft or even just get a few lousy mats to make a set of gear can't find so much as a hair to craft with. It can be sort of like what the game was like here at launch with insane amounts of bots all over the place, except that the "bots" in this case are real players and everyone takes it for granted that its all fair game.
So in that sense, it does create a pretty sticky problem and sore spots with players. I liked it in GW2 solution, which was that you never outlevel content but nodes are equal for everyone so you are not competing with others for any given node on the zone map. They are there for all, and once you personally farm one you won't see it again until respawn - but it doesn't disappear for you if someone else beat you to it.
Did you ask them to stop killing the mudcrabs and they kept on doing it? If so, they're definitely jerks. If not, they may not have realized you were there and wanted the rawhide.Moonscythe wrote: »One of the big problems with low level mobs not aggroing to attack is that it can mess with the balance of crafting too much and eventually bork the economy, depending on the game.
In LotRO this is still a bone of contention with some players despite the game's dwindling population, because high level players can go into a low level zone and in a matter of minutes clear out all the available raw mats since they don't get attacked. They then turn around and post them on the AH for ludicrous amounts of gold. The expectation is basically price gouging to fleece other high level players with money and low level alts who can't be bothered to farm the mats themselves.
Meanwhile, some poor noob trying to level his craft or even just get a few lousy mats to make a set of gear can't find so much as a hair to craft with. It can be sort of like what the game was like here at launch with insane amounts of bots all over the place, except that the "bots" in this case are real players and everyone takes it for granted that its all fair game.
So in that sense, it does create a pretty sticky problem and sore spots with players. I liked it in GW2 solution, which was that you never outlevel content but nodes are equal for everyone so you are not competing with others for any given node on the zone map. They are there for all, and once you personally farm one you won't see it again until respawn - but it doesn't disappear for you if someone else beat you to it.
And yet, there is little difference when a high level character runs wild down the beach wiping out all the mudcrabs. The poor things don't have time to attack and poor me, watching all the carnage, certainly had no time to attack said crabs. What was irksome was that I needed the rawhide scraps and the high level jerks didn't even stop. They got nothing out of it but their jollies whacking crabs. Most high level players have no issues with low level mobs whether they attack or not but there are times when I would rather just run through an area without having to stop for intemperate mobs wanting to eat me.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Moonscythe wrote: »One of the big problems with low level mobs not aggroing to attack is that it can mess with the balance of crafting too much and eventually bork the economy, depending on the game.
In LotRO this is still a bone of contention with some players despite the game's dwindling population, because high level players can go into a low level zone and in a matter of minutes clear out all the available raw mats since they don't get attacked. They then turn around and post them on the AH for ludicrous amounts of gold. The expectation is basically price gouging to fleece other high level players with money and low level alts who can't be bothered to farm the mats themselves.
Meanwhile, some poor noob trying to level his craft or even just get a few lousy mats to make a set of gear can't find so much as a hair to craft with. It can be sort of like what the game was like here at launch with insane amounts of bots all over the place, except that the "bots" in this case are real players and everyone takes it for granted that its all fair game.
So in that sense, it does create a pretty sticky problem and sore spots with players. I liked it in GW2 solution, which was that you never outlevel content but nodes are equal for everyone so you are not competing with others for any given node on the zone map. They are there for all, and once you personally farm one you won't see it again until respawn - but it doesn't disappear for you if someone else beat you to it.
And yet, there is little difference when a high level character runs wild down the beach wiping out all the mudcrabs. The poor things don't have time to attack and poor me, watching all the carnage, certainly had no time to attack said crabs. What was irksome was that I needed the rawhide scraps and the high level jerks didn't even stop. They got nothing out of it but their jollies whacking crabs. Most high level players have no issues with low level mobs whether they attack or not but there are times when I would rather just run through an area without having to stop for intemperate mobs wanting to eat me.
Korah_Eaglecry wrote: »This is really difficult because sometimes it would be nice to go about your business in lower level areas and not have to deal with mobs.
On the other hand. When has this ever applied in Elder Scrolls? Wherever you went no matter how leveled up you were or how OP you were. Things would attack you and pay the price.
More importantly, while this isnt real life, it feels a little immersive when a wolf or alit attacks. Because what would these things care for 'level'. Same with thugs....What do they care? They have the numbers game on their side.
The levels are simply there for us the players to evaluate the threat and chances of success. Although I would love to see randomly single targets take off running if they began losing. Im sure some would be annoyed with that more than mobs actually attacking. But it be hilarious to see a NB Mob cut and run when things started to go wrong for them.
At least the Mudcrabs here have a little more common sense than the ones in Skyrim.
-Combat music starts playing-
-draws weapon and/or spells and looks around-
"Alright, I hear the music, who's out to get me! Dark Brotherhood assassin? Dragon? Bandits? Where are you?"
-Mudcrab nipping at my legs-
-kicks it and sends it flying away-

I would like low level mobs to just LAY DOWN AND GIVE ME LEET LEWT as my toon walks by them. The fact that I have to swing my light attack once to instagib them is outrageous. What the hell is zos thinking? My toon is a v16 dk who has pwnt tamriel and noob mobs should frigging die of a heart attack as soon as they see him. To be clear, LOW LEVEL MOBS NEED TO LAY DOWN AND GIVE ME LOOT.
I would like low level mobs to just LAY DOWN AND GIVE ME LEET LEWT as my toon walks by them. The fact that I have to swing my light attack once to instagib them is outrageous. What the hell is zos thinking? My toon is a v16 dk who has pwnt tamriel and noob mobs should frigging die of a heart attack as soon as they see him. To be clear, LOW LEVEL MOBS NEED TO LAY DOWN AND GIVE ME LOOT.
I would like low level mobs to just LAY DOWN AND GIVE ME LEET LEWT as my toon walks by them. The fact that I have to swing my light attack once to instagib them is outrageous. What the hell is zos thinking? My toon is a v16 dk who has pwnt tamriel and noob mobs should frigging die of a heart attack as soon as they see him. To be clear, LOW LEVEL MOBS NEED TO LAY DOWN AND GIVE ME LOOT.
ROFL!