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Aggressive mobs

Iradicus
Iradicus
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I have had a fair bit of experience playing mmo's. In just about all of them the mobs wont agro you anymore when you are overlevelled.

In this game you dont get experience and loot from them, but they still agro on you.
If im farming low lvl materials and have to kill (1shot) the mobs that follow me, wont that in some cases make it harder for the people leveling there to quest?
Or if im going from 1 spot to another in a low lvl map, i get shot off my horse by a mob i can take down in 1 hit. They should run in fear!

Cant it be made that most mobs wont agro on overlevelled players?
Edited by Iradicus on August 21, 2014 1:45PM
  • Weberda
    Weberda
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    Depends. If somebody is wearing some outlandish outfit in pink etc. I think every npc within a mile should agro the wearer.
    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • Merlin13KAGL
    Merlin13KAGL
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    I've posted before that there should be more behaviors available to NPC's, not limited to self-preservation induced by fear, respect, or renown.

    There should at least be a percentage chance that they will run in fear without having to have a skill inducing such (Trapping Webs Morph/WW roar, to name a couple)

    The higher the intelligence level of the creature, the more likely it should consider it's own situation and welfare before deciding to continue/start the fight.

    For the dumb ones, they'll still charge in (won't save you from Skeevers, etc), but this should lighten the load.

    The other alternative, at this level, you should take no damage and no armor repairs, just the irritation from the 20 thinks trying to bite you ankle as you harvest jute. (I believe this is actually the case now - will little to no armor damage and health regen that should offset any nips that may take place.)

    @Iradicus‌, just out of curiosity, why are you harvesting low level mats with a higher level character anyway? Are you crafting for others?
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Iradicus
    Iradicus
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    Weberda wrote: »
    @Iradicus‌, just out of curiosity, why are you harvesting low level mats with a higher level character anyway? Are you crafting for others?

    It is easier to find certain materials in lower lvl zones, or if i need to craft something for a guildie and i ran out of stock.


  • jrgray93
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    On the other hand, I think allowing high level characters to farm low level zones unchallenged could be bad for low level players. To answer the question above, refining raw materials of any level can grant rare improvement materials and lower level ones are easier to farm.

    I do like the idea of enemies having an intelligence level that factors into their behavior. But it should be different for each individual type of enemy, rather than their classification. Say, bandits should be a bit more willing to preserve themselves than cultists. I also would think there would be a range set, so not every single enemy of the same type would behave precisely the same way. One bandit more reckless than the others, and so on. A pretty neat concept, I'd say. Probably deserves its own thread.
    EP: Slania Isara : Harambe Was an Inside Job
  • Merlin13KAGL
    Merlin13KAGL
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    jrgray93 wrote: »
    On the other hand, I think allowing high level characters to farm low level zones unchallenged could be bad for low level players. To answer the question above, refining raw materials of any level can grant rare improvement materials and lower level ones are easier to farm.

    I do like the idea of enemies having an intelligence level that factors into their behavior. But it should be different for each individual type of enemy, rather than their classification. Say, bandits should be a bit more willing to preserve themselves than cultists. I also would think there would be a range set, so not every single enemy of the same type would behave precisely the same way. One bandit more reckless than the others, and so on. A pretty neat concept, I'd say. Probably deserves its own thread.

    @jrgray93‌, agreed, just like there will be situations that will have creatures of cowardice fight to the death, and otherwise loyal defenses realize that the odds have changed.

    In the intelligent creatures, if will come down to an evaluation of their situation - they will be loyal to the side that will allow them to continue to exist, in most cases.

    I'm wanting some 'real' behaviors here, not just an all or nothing.

    In regards to lower level zones and being unchallenged, at a certain point, it is exactly that. It's just a nuisance and your only option is to kill off whatever is attacking you, preventing the appropriately leveled individuals from the kill opportunity.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • bertenburnyb16_ESO
    bertenburnyb16_ESO
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    if you completed the quest surrounding that area where the mobs are hostile, they should turn neutral (yellow), this could also solve alot of the whole phasing mess, (now if you complete the quest the mobs are gone for example) I wanted to help out a buddy a while back, but since I completed it already, he dissapeared, if the mobs were neutal to me but hostile to him we would still be able to play together (first and last time I messed with grouping and phasing, what a mess)
    Haze Ramoran Dunmer Dragonknight Tank/Dps – Smoked-Da-Herb Saxheel Templar Tank/Healer

    Red Diamond, Protect us 'til the end (EU EP Thorn)
  • Nestor
    Nestor
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    I am not that bothered by Low Level Critters, in fact, I can go through a high level zone and not be bothered by Mobs. It is all in the path you take, stay a certain distance away, and the mobs won't aggro you. Or, sneak and you can get closer.

    The bugs and mudcrabs to go non hostile as you level up, so that's nice.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Merlin13KAGL
    Merlin13KAGL
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    if you completed the quest surrounding that area where the mobs are hostile, they should turn neutral (yellow), this could also solve alot of the whole phasing mess, (now if you complete the quest the mobs are gone for example) I wanted to help out a buddy a while back, but since I completed it already, he dissapeared, if the mobs were neutal to me but hostile to him we would still be able to play together (first and last time I messed with grouping and phasing, what a mess)

    I was dumbfounded when this started to happen with some quests. There could be a Passive called 'Renowned or Revered Protection' that would exempt you from the lower level mobs and possibly give you group members some level of reduced aggro when traveling with you.

    Not intending to have people use it as a get-out-of-the-fight-free card, but it seems reasonable that when travelling with a higher level character that some of the critters would think twice, or at least go for the little guy.

    With phasing, I;'ve also had it go the other way.

    Was in Grahtwood and had cleared out an area to the South East. Everyone was friendly, suddenly server glitched and a camp full of Orcs phased in and started pummeling me.

    Guess the option to have scaled critters that only attack you phase in could make things more interesting too.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • heavy_artillery
    heavy_artillery
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    The idea of better AI for mobs is something that's been mentioned in the "what's to come" articles, hasn't it?
    @Bluenotebacker in-game, NA Server
  • JessieColt
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    I certainly makes sense to adjust the detection radius based on how many levels above or below you are from the NPC/Creature.

    If I am a VR10, I should be able to pretty much run next to a level 1 dreugh without it attacking me.

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