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View Full Version : 2 Things that really need to be addressed


Demothis
04-08-2005, 08:23 PM
<DIV>Couple things that are really starting to get tiresome on this game is pathing issues in zones, and having to camp quest related mobs. I would have liked to see these been addressed soon, but since the class balancing has already started deffinetly get that done 1st, since the spell changes (dot users) some abilities are underpowered, where it's not crippling the class it is certianly hurting them.</DIV> <DIV> </DIV> <DIV>Back to the other 2 issues, for starters quest related mobs. I have followed this games development since it was announced it was in production, even though I did miss the beta test window of opertunity. 1 thing to me that seemed implied was that there was going to be no need for camping quest related mobs, such as the 2 needed for access to deathfist for example. To my knowlage these fights where always going to be triggered or instanced. The challenge should not come grom can I keep a group together 1-2 hours so we can get this mob, it should come from the fight itself.It would be nice for them to be made such so that way people dont have to wait around for an hour camping a mob for a quest. If thier drop tables have to be reduced to zero that would be understandable. I am not reffering to thosr random named mobs that drop the nice treasure, but for those spacifically for quests, especialy common quest. </DIV> <DIV> </DIV> <DIV>As for the pathing issue, when you are outside there is really litte issue, some time a mob will take a detour no real issue. But when you get into dungions, tunnels, sewers, castles, and so on this becomes a royal and sometime deadly issue to characters. When I 1st started there was no real problems in the sewers, as I moved into fallen gate there where some issiues, now that I am in Zek, nektopos, and deathfist it is down right horrid. You pull an encounter, mobs go into the wall, you cant see or target them, but they can see and hit you. They get lodged in walls locking players in a combat mode. Mobs fall through the floor in some areas making them impossible to target, but with the anti kite garbage in play, they can hit you with no problem. I understand the point of preventing kiting and all, but as far as line of sight, hitting range, and being able to move through tarrain mobs need to follow the same rules players do. This problem becomes an increasing proble when you have crowd control characters using abilities like fear that cause mobs to move off.</DIV> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Demothises on <span class=date_text>04-08-2005</span> <span class=time_text>11:41 AM</span>