Typically it's set up this way so you can't kill something with zero risk at all. Still though if you're an archer nightblade you can come pretty close regardless :P
You are kiting them out of their aggro range. In virtually all MMOs, mobs only have so far they will go from their spawn point before they reset and disengage combat.
In essence, you are backpedaling all the way out of combat. Sort of like fleeing, but with more style.
Seems like a lot has changed then.. so what is the point of that? Why should the enemies reset if they go to far (and it is not far at all). I just don't understand all these artificial restraints. It is the same with equipment, you cant equip something because you are not high enough level?
Seems like a lot has changed then.. so what is the point of that? Why should the enemies reset if they go to far (and it is not far at all). I just don't understand all these artificial restraints. It is the same with equipment, you cant equip something because you are not high enough level?
I think this was just explained to you.
Have you not played a level-based RPG before either?
Why would I be joking about that, you think it is good there is a level cap on all equipment "oh these boots are to good for you now, you have to wait until you are powerful enough to be able to wear them". That just feels restricting and artificial. Why do you think that is a good idea here but you would not like it in a regular Elder Scrolls game?
Is this standard in other braindead mmo:s like Wow and it has become standard now?
It seems to me you have got so used to these systems you can't see the flaw in them? I think the reason games don't usually force this on you is because it feels artificial and dumb. There is no level on items on other rgs:s where there is no level scaling. Level scaling was actually something that was very critizised in Skyrim, since you should be able to choose if you want to RISK going into a very dangerous are and be rewarded for it.
IIRC Oblivion is the first that does level scaling, before the games had level based areas. haven't played in over 10 years but I am pretty sure
Seems like a lot has changed then.. so what is the point of that? Why should the enemies reset if they go to far (and it is not far at all). I just don't understand all these artificial restraints. It is the same with equipment, you cant equip something because you are not high enough level?
It seems to me you have got so used to these systems you can't see the flaw in them? I think the reason games don't usually force this on you is because it feels artificial and dumb. There is no level on items on other rgs:s where there is no level scaling. Level scaling was actually something that was very critizised in Skyrim, since you should be able to choose if you want to RISK going into a very dangerous are and be rewarded for it.
The risk/reward argument kind of goes out the window when multiplayer comes into the picture.
Seems like a lot has changed then.. so what is the point of that? Why should the enemies reset if they go to far (and it is not far at all). I just don't understand all these artificial restraints. It is the same with equipment, you cant equip something because you are not high enough level?
I was responding to this.
I guess you have played a lot of Wow and the other "new" mmos when you say this?
I have seen these dumbing down rules in other MMO:s like Wow. That is why i have not want to play any mmo:s after Ultima Online, except for a bit of Eve.
I dont even see the point in mmo:s when other player have no effect at all on you. In Ultima Online, if you decide to go outside a town you have to be careful, because you could be ambushed and killed by some real player bandits. And if you die they will loot everything you have. Now in these mmo:s if you die you lose like 1 point of your armor condition? Wow, what a penalty. It is just insane.
I guess you have played a lot of Wow and the other "new" mmos when you say this?
I have seen these dumbing down rules in other MMO:s like Wow. That is why i have not want to play any mmo:s after Ultima Online, except for a bit of Eve.
I dont even see the point in mmo:s when other player have no effect at all on you. In Ultima Online, if you decide to go outside a town you have to be careful, because you could be ambushed and killed by some real player bandits. And if you die they will loot everything you have. Now in these mmo:s if you die you lose like 1 point of your armor condition? Wow, what a penalty. It is just insane.
My first MMO was UO and I remember it fondly. It was also a completely different kind of MMO than anything after it (with the exception of SWG, its spiritual successor - since it had the same lead designer).
While it's true WOW 'dumbed down' a lot of things, the system you are complaining about is simply DIFFERENT from what you're used to. It is in no way or shape BROKEN, just DIFFERENT.
So now that you have this in place you can learn how to deal with it and enjoy it, or, well, continue doing what you've been doing, apparently.
Anthony45122 wrote: »With a MMO such as this you have to have a level restraint on weapons/armor. Say you just start the game and have a maxed lvl friend. They give you the best armor/weapons in the game and you never have to replace them. Does that sound like fun? You could do this with one of your own high level characters when creating an alt also. It would totally break the game and you should have thought about this before complaining about a level restriction of items. It is not a dumbing down issue nor is it a "i'm too used to this method" It is simply that not having level restrictions would not work in this game.
Anthony45122 wrote: »In skyrim if you pulled a giant too far away from it's original area it would run back and regain health after a few patches. They realized players were kiting them endlessly or sitting at a spot the giant can't reach and fixed it. The giants now run away from you if you're in a spot they can't get to. And that is in a single player game. If you were able to do that in a mmo you would have all the players killing bosses by endlessly running away from them or standing at a spot the boss can't get to them. That is not fun or productive to a game.