View Full Version : Attackable creatures in the Qeynos Villages
Saavedra
01-27-2006, 08:45 AM
<div></div><div>Hello Everyone,</div><div> </div><div>I've been reading the /feedback and /bugs and have seen multiple people bring up the fact that they were shocked or dismayed over the fact that the Qeynosian guards now attack some of the creatures that get underfoot in the Qeynos Villages.</div><div> </div><div>Seeing Kelethin the cat get a beat down for example might be a shocker for some (and amusing for others).</div><div> </div><div>I wanted to ask for a wider opinion on this.</div><div> </div><div>The original intent when I made these attackable was to allow for some content that was in the level 1-4 range that was killable for those who leave the tutorial island before leveling up some.</div><div> </div><div>What I think I would like to do is make the "named" ecology non attackable again, and add some encounters that might not evoke such an emotional response like more rats, or beetles.</div><div> </div><div>Your thoughts?</div><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><div> </div><div> </div><p>Message Edited by Saavedra on <span class="date_text">01-26-2006</span><span class="time_text">07:47 PM</span></p>
Ariaya
01-27-2006, 08:54 AM
I like the attackable stuff in the newbie villages. I think your idea might be a nice balance.<blockquote><hr>Saavedra wrote:No I will not make Nathan Ironforge attackable. Yet.<hr></blockquote>Awww .... /pout
jasonqdavis
01-27-2006, 08:57 AM
<div>Probably adding more non named creatures would be good. But maybe have it so that they can still kill the named ones but put consequences in it. Maybe they can be attached to a certain group and killing them gives you good rep for one group but bad rep for another. Just a thought.</div>
Chabisu
01-27-2006, 09:10 AM
Well it's not just the Qeynos villages as you can do the same in Freeport. And as for my opinion, I like it.Honestly it bugs my Ratonga Necromancer to be running around in town and have a cat come hissing at him. Why wouldn't I teach it a lesson for it's mistake?Realistically I think that all non-essential mobs should be killable. No you shouldn't be able to kill mobs that only serve to give quests, nor be able to kill merchants and mendors. But guards, cats, dogs, those notiable few kids that follow you all across a district... <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />I do agree though if something like that were added then there should be obvious penalities for it. Perhaps having the animals be 'pets' of a rare mob that drops no loot, but can occasionally notice what you've done for instance. Or in the case of the guards/citizens having noticable faction drops if killed.PS, great changes so far on Test with low level characters. Haven't tried the Qeynos area yet, but Freeport is alot of fun.
Calthine
01-27-2006, 09:22 AM
<div></div><p>Attackable stuff in the villages is a good idea. However, that Ironforge kid needs a serious spanking, if nothing else. But why are you picking on kitty cats? That pig JumJum is just asking to become bacon.</p><p>I would caution against overdoing it, however. I recall when they added similar mobs to Qeynos in EQ1 (with a teeny quest), and suddenly the place was overrun with rodents. I mean seriously overwhelmed, as in call the Pied Piper. </p>
<div>Well I for one think it's cool! Leave it as it is, if anything make more named attackable.</div><div> </div><div>I've always thought that the game needed more NPC style content, raids, npcs attacking npcs, anything that adds to the game.</div>
selch
01-27-2006, 09:36 AM
<div></div><div></div><blockquote><hr>Saavedra wrote:<div></div><div> </div><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><hr></blockquote><p>/sigh for a second I thought... anyway...</p><p>I believe some stuff like rats beetles to be attackable yes, but more likely you might have to remove NPC's too instead of adding more lag to their combat. Especially from harbor or reduce in number. As you can guess, so far most problem zone is QH having ulitmate video lag and removing useless NPC's that taunts you around every 3 seconds and checking every player to say something (may be like Nathan, idiot half-elves (blonde ones) from willow wood)</p><p>Bartender Shortbrew (I beg you for this, because this guys words to elven kind makes me want to beat him to death, even thinking about 'modding' its sounds finding from files, I know it violates rules, but I'm that [Removed for Content], hey I'm living there, it was once fun, twice eh.. third time nerves come out)</p><p>OK, those npc's making city looking more "alive" but actually when too much lag around, noone can stand them or listen to their taunts every seconds.</p><p>long story short: Make NPC's talk only if they have mission to give or when hailed. Playability is more important than eye candy that lasts its taste once heard.</p><p> </p><p>Message Edited by selch on <span class="date_text">01-26-2006</span><span class="time_text">08:37 PM</span></p>
Taravarius
01-27-2006, 09:38 AM
<div></div>Please don't let named "pet" type creatures in Qeynos be attackable...maybe Freeport, but we Qeynosians are not so cruel as to kill our animal friends so callously!
retro_guy
01-27-2006, 09:54 AM
<div><span><blockquote><hr>Saavedra wrote:<div></div><div>Hello Everyone,</div><div> </div><div></div><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><div> </div><div> </div><hr></blockquote>Don't toy with us, that boy has been marked for death since day 1.</span></div>
<div></div><blockquote><hr>Taravarius wrote:<div></div>Please don't let named "pet" type creatures in Qeynos be attackable...maybe Freeport, but we Qeynosians are not so cruel as to kill our animal friends so callously!<hr></blockquote>It is not cruelty. It is called population control. :smileywink:
selch
01-27-2006, 09:59 AM
<div><blockquote><hr>Chogar wrote:<div></div><blockquote><hr>Taravarius wrote:<div></div>Please don't let named "pet" type creatures in Qeynos be attackable...maybe Freeport, but we Qeynosians are not so cruel as to kill our animal friends so callously!<hr></blockquote>It is not cruelty. It is called population control. :smileywink:<hr></blockquote>I would not like Faydark to get killed, he sleeps there since day 1 believe me no "population increasing" action he is able to do.</div><div> </div>
Seltha-Larren
01-27-2006, 10:01 AM
<div></div><div></div><p>The saddest thing I ever saw was poor commander fluffy being pecked to death by seargent quackers and his cohort of ducklings *sob* I don't know what that poor little kitty did to get the wrath of the ducks... he was running away from them and they chased him down and left his poor broken pecked body just lying there on the ground.</p><p>But if you let me kill bryan and the 'gather around people, gather around' person in the willow wood district I would be mightly pleased. Those two need to get together for a goblet of poison wine sometime, I'm happy for it to be my shout.... just as long as they end up very very dead.</p><p>Prettyplease?</p><p>Message Edited by Seltha on <span class="date_text">01-27-2006</span><span class="time_text">03:03 PM</span></p>
selch
01-27-2006, 10:03 AM
<div><blockquote><hr>Seltha wrote:<div></div><p>The saddest thing I ever saw was poor commander fluffy being pecked to death by seargent quackers and his cohort of ducklings *sob* I don't know what that poor little kitty did to get the wrath of the ducks... he was running away from them and they chased him down and left his poor broken pecked body just lying there on the ground.</p><p>But if you let me kill bryan and the 'gather around people, gather around' in the willow wood district I would be mightly pleased. Those two need to get together for a goblet of poison wine sometime, I'm happy for it to be my shout.... just as long as they end up very very dead.</p><p>Prettyplease?</p><hr></blockquote>You can shut down "gather around people" guy by doing his mission but Bryan is #2 on my kill list.</div><div> </div>
RoadkillUSA
01-27-2006, 10:06 AM
<div></div><p>I like the way it is now, having the nameds attackable. I would never condone this in real life but after all this is a game and I tend to think people get over emotional over the killing of pixels on a computer screen. To be fair maybe give the named pets extra hp or special attacks to give them a fighting chance.</p><p>After all I think gnolls, bears and wolves are cute and cuddly but they are allowed to be killed.</p>
selch
01-27-2006, 10:10 AM
<div></div><blockquote><hr>RoadkillUSA wrote:<div></div><p>I like the way it is now, having the nameds attackable. I would never condone this in real life but after all this is a game and I tend to think people get over emotional over the killing of pixels on a computer screen. To be fair maybe give the named pets extra hp or special attacks to give them a fighting chance.</p><p>After all I think gnolls, bears and wolves are cute and cuddly but they are allowed to be killed.</p><hr></blockquote><p>Not to forget this is a roleplaying game. So your ingame avatar do not see those "as pixels" and as "good" aligned, even as woodelf (as in your signature) should be more careful and respectful to unharmful or non vermin creatures.</p><p>I guess best is to leave them unattackable.</p><p> </p>
<div></div><div></div><p>Well I was on test this week and was rather shocked to find the guards in Castleview beating up on the ducks in the fountain. Not that I'm a particular supporter of ducks, but it seemed rather pointlessly violent. And besides that, very unrealistic. Do you see the guards standing outside Buckingham Palace taking off after the pigeons? Of course not, it would be ridiculous. Do you see the police in your local town gunning down the cat population? Of course not, there'd be an outcry. So it doesn't make sense to me that the guards in the newbie villages would act this way either. They're guards, not vermin control. (Besides, if guards did start attacking pets, it raises the question of why Kitty Valencia's little furry nuisance in Starcrest hasn't been exterminated long ago.)</p><p>I don't, quite honestly, see the point in making things in newbie villages attackable. Nobody should be XP'ing in Castleview and camping the ducks in the pond (and if they did, the guards should arrest them for being a nuisance). There's plenty to fight in the zones right next door -- if the recent changes have removed everything lower level, then add in a few patches of level 2 beetles near the entries. But, if you do make things attackable in the newbie villages then my opinion is:</p><p>1. no animal that can be an in-game house pet should be attackable (add a few beetles or something in a corner if you really must)</p><p>2. guards should definitely save their energy for real enemies, not vermin.</p><p>On the whole though I'd rather see nothing in newbie villages be attackable. It'll just upset people and I really don't see that there's any benefit at all.</p><p>Message Edited by Didi on <span class="date_text">01-27-2006</span><span class="time_text">03:20 PM</span></p>
RoadkillUSA
01-27-2006, 10:26 AM
<div></div><blockquote><hr>selch wrote:<div></div><blockquote><hr>RoadkillUSA wrote:<div></div><p>I like the way it is now, having the nameds attackable. I would never condone this in real life but after all this is a game and I tend to think people get over emotional over the killing of pixels on a computer screen. To be fair maybe give the named pets extra hp or special attacks to give them a fighting chance.</p><p>After all I think gnolls, bears and wolves are cute and cuddly but they are allowed to be killed.</p><hr></blockquote><p>Not to forget this is a roleplaying game. So your ingame avatar do not see those "as pixels" and as "good" aligned, even as woodelf (as in your signature) should be more careful and respectful to unharmful or non vermin creatures.</p><p>I guess best is to leave them unattackable.</p><p> </p><hr></blockquote><p>Well yes this is a role playing game but isnt there a role playing server for those who want 100% role playing? I do not play on that server because to me this is a game and I choose not immerse myself that deep into it. Just because my toon is a woodelf doesnt mean he has to respect certain forms of life over others. After all there are good and bad in all races.</p><p>Maybe they could make it where from time to time a rabid animal makes its way in and spreads rabies which opens the animals to attack. Either way its my opinion as a evil wood elf to keep the nameds attackable. If people don't like it, don't kill them. Pretty simple.</p><p> </p>
Fortai
01-27-2006, 10:34 AM
<div></div><blockquote><hr><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><div><span class="time_text"></span> </div><hr></blockquote>I am still convinced Nathan is a level 60 epic demon is disguise, and he is just toying with me. Someday Nathan, someday.....
BlueS
01-27-2006, 10:37 AM
<div></div>I do not like being able to attack named town mobs unless you can attack EVERYTHING in town. I don't like the idea of attacking what people would consider 'pets'. It does cause issues with people getting mad. It doesn't matter if killing commander fluffy is ethical, or what I think of it. I just know that if I kill commander fluffy and someone sees, it is likely that I will get bugged for it. I could even see posts on the forums about it coming. I think it's a bad idea.Also, if you run around town killing everything, I am pretty sure your faction should change. I think if my character was well known around town for being the crazy person that always killed every stray cat I saw, I would not be well liked.Personally I think it is wisest to just not have these things attackable. They are for visual flavor, not for xp. If you want low level xp things in town, beetles and rats and bats and things are a good choice. I don't think people should have to really make ethical decisions at level 1.Edit: Oh, and one more thing... if you DO make something attackable, make it so that all of us that play strange races in the wrong town (troll paladin) either don't get insulted by everyone, or give us the right to beat the heck out of them. Also, lemme kill Nathan!!!<div></div><p>Message Edited by BlueSun on <span class="date_text">01-26-2006</span><span class="time_text">10:38 PM</span></p>
KerowynnKaotic
01-27-2006, 10:44 AM
<div></div><div></div><blockquote><hr>Calthine wrote:<div></div><p>*snipped* <strong> However, that Ironforge kid needs a serious spanking,</strong> *snipped*</p><hr></blockquote><p>Yes, Yes .. add in some <strong>more rats</strong> and stuff(1) for lower level exp'g and possibly adding in Named Animals(2) that are attached to one faction or another but PLEASE don't ever make them argo. I really hated that dog (mangler) in RV in EQ1. I was contantly taking faction hits for saving stupid newbies. ...</p><p>That aside, could we get a right click option for Nathan Ironforge for /spank!? </p><p>Use that emote from the frostfell for banging on the pots in the giggling goblins hideout! </p><p> And make him cry / cringe when /spank'd !! :smileyvery-happy:</p><p> </p><p>Edit: additional thoughts ...</p><p>(1) - stuff = put a couple extra shrunk bugs in the goody Hamlets; these along with the rats can be used for those who skipped the Isle to exp off of. As someone else pointed out you could even add in the Exterminator quest from EQ1 to help ding the newbs faster. </p><p>(2) - Named animals = pets and killing pets should carry a faction hit of one sort or another + I like the idea that if a guard sees you killing a pet the guard will take a "swipe" at you. Might be funny to have the guards boot you out to Antonica if they catch you after a certain amount of negative pet faction. Guards shouldn't be killing Pets, btw. Be funny to see them running around the zone hunting the mice & bugs, though. Especially if the guard was an even or under con for the mob .. *snicker*</p><p>(3) - Freeport - there should be a faction hit for killing Named Pets but I say also put a positive faction with a Provisioner's city guild to it, too. After all there is a Ratonga in the Rat village that is already hunting kitty cats for dinner .. so .. can't be against the law in Freeport to have "Homemade Furball Stew" or "Puppy Dog's Tail on a stick" .. Rather approriate since in a real slum it is a very real possiblity of having your neighbor try & catch your pet for his/her dinner or for the owner to actually cook their own pet up if need be. In fact for new characters in Freeport, who skipped the isle, they should be able to get a "Tasty Furball Stew" quest to kill (10) cats or dogs in Freeport and get a reward of "Ratonga-Style Calico Cultets w/morels" .. yummy! or "Woofen' Goulash a la' Troll" ... make sure to have a stack of tums :smileysurprised:</p><p>Message Edited by KerowynnKaotic on <span class="date_text">01-27-2006</span><span class="time_text">08:19 AM</span></p>
selch
01-27-2006, 10:52 AM
<div><blockquote><hr>KerowynnKaotic wrote:<div></div><blockquote><hr>Calthine wrote:<div></div><p>*snipped* <strong> However, that Ironforge kid needs a serious spanking,</strong> *snipped*</p><hr></blockquote><p>Yes, Yes .. add in some more rats and stuff for lower level exp'g and possibly adding in Named Animals that are attached to one faction or another but PLEASE don't ever make them argo. I really hated that dog (mangler) in RV in EQ1. I was contantly taking faction hits for saving stupid newbies. ...</p><p>That aside, could we get a right click option for Nathan Ironforge for /spank!? </p><p>Use that emote from the frostfell for banging on the pots in the giggling goblins hideout! </p><p> And make him cry / cringe when /spank'd !! :smileyvery-happy:</p><hr></blockquote>Hehe yes, at least Mangler XIII just barks now , he learned lessons from his ancestors mistakes.</div><div> </div>
Calthine
01-27-2006, 10:59 AM
<div></div>Hey, you know what would be neat? The occasional opposing city spy or 'refugee' or somesuch trying to get through the 'burbs... make his path take him to the guards eventually, so we had a chance to get him. Could be worth city faction, too.
Unmask
01-27-2006, 11:09 AM
<div></div><blockquote><hr>Saavedra wrote:<div></div><div>Hello Everyone,</div><div> </div><div>I've been reading the /feedback and /bugs and have seen multiple people bring up the fact that they were shocked or dismayed over the fact that the Qeynosian guards now attack some of the creatures that get underfoot in the Qeynos Villages.</div><div> </div><div>Seeing Kelethin the cat get a beat down for example might be a shocker for some (and amusing for others).</div><hr></blockquote>All cats should be attackable. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Sritt
01-27-2006, 11:46 AM
<div></div><div></div><p>Well there's a Freeport racial quest where you kill a halfling coming out of the sewers <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>As for Qeynos and the animals, I think having them attackable (even Felwithe and especially Jum Jum) is fine, the problem is that the guards go after them and it defeats the purpose of having them attackable as the guards kill all but a couple animals in the zone other than the hordes of "rats" in Baubbleshire. I'm not sure the code could support it but maybe just make it so the guards won't attack the animals unless the player yells for help near them. The guards don't normally attack the crabs on teh beach on the newbie island so why are they attacking the helpless animals in the villages?</p><p>I did all the races to test the quest lines and often would just leave the island immediately so hunting village animals was sometimes needed to get the levels I needed to finish some of the racial quests. Often times it was slow going because the guards would camp the spawn points an wipe them all out.</p><p>I say leave the nameds attackable but maybe associate them with the Qeynos Guard or Tunarian Alliance faction, shouldn't that also flag them so the guards won't attack them?</p><p>Oh and make Nathan attackable, just give him a regenerating ward that prevents him from taking any damage and make his attacks do nothing. THen we can at least have the satisfaction of beating on him for hours.</p><p>As for the comment about the cops and pets... yes they do go after them, at least in my hometown. Though it was a dog and not a cat. Yes it created an outcry that he emptied a clip INTO the doghouse the dog was in because the neighbor (my Sophmore year French teacher who everyone hated) made a noise complaint about the dog. Of course this was the same officer who rolled 3 cruisers on sharp curves and rear-ended a friend's truck when the officer wasn't paying attnetion so didn't stop when my friend and the guy in front of him did at a red light (and at the time we only had 2 traffic lights in the entire town).</p><p>Message Edited by Sritthh on <span class="date_text">01-26-2006</span><span class="time_text">10:52 PM</span></p>
Calthine
01-27-2006, 11:47 AM
<div></div><blockquote><hr>Sritthh wrote:<div></div><p>I say leave the nameds attackable but maybe associate them with the Qeynos Guard or Tunarian Alliance faction, shouldn't that also flag them so the guards won't attack them?</p><hr></blockquote>Yeah, but wouldn't that give you negative faction hits with the Guards, etc?
Sritt
01-27-2006, 11:55 AM
<div></div><blockquote><hr>Calthine wrote:<div></div><blockquote><hr>Sritthh wrote:<div></div><p>I say leave the nameds attackable but maybe associate them with the Qeynos Guard or Tunarian Alliance faction, shouldn't that also flag them so the guards won't attack them?</p><hr></blockquote>Yeah, but wouldn't that give you negative faction hits with the Guards, etc?<hr></blockquote>Well that's the point. I'm not saying make all the animals faction aligned, just the named ones. THat way you can CHOOSE to kill them but it'll cost you faction to do so. You want to kill the village pets/mascots then you pay the price. Of course Nathan should be faction aligned with the Dreadnaughts, he's a gang bully in training after all.
mylin1
01-27-2006, 11:56 AM
<div></div><p>Seems like a horrid idea. the critters running around town add flavour - there seems little advantage to start to kill them, there is plenty of death in the game - this seems so pointless.You took out the cat and put in a bucket spawn for split paw - do you really think adding fluffy creature slaying is going to get anything but negetive feedback.I can understand hunting creatures out and about for quests etc, mostly these are "typical" mmo creatures - but to start slaying the pet ducks, dogs, cats etc seems a touch sick..if for some weird reason you think you must allow this in the city - make it freeport only - I dont see why the average dwarf, gnome or prancy elf would run past and decapitate a puppy in Qeynos..this is a poor advertisment for the game</p><p></p>Mylin<div></div>
<div></div>I dont post usually, but... pretty please... don't kill inocent pets.
Carryne
01-27-2006, 01:19 PM
I rather like the idea of the rats and beetles being killable and rather than have guards kill the rats how about having the cats do it instead. A bit more in character I think.<div></div>
Nanite
01-27-2006, 01:21 PM
<div></div><p>Agreed, don't make the pets killable. In fact, I was not a happy camper with the cat eating croc in the hidden cache. My cat died the same day I decided to do the cache, could have lived without seeing kitty get swallowed <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />....</p><p>I can maybe see it in freeport, they ARE evil after all, but just add some level 2 beetles in oakmyst instead. Or make the level 5 beetles level 2, plenty of other level 5 stuff to kill in oakmyst.</p>
SniperKitty
01-27-2006, 01:46 PM
Leave them killable, but make them a seperate neutral faction that the guards will help, and not kill. It is somewhat annoying to see the guards tussling in an infinite battle with one of the animals. Personally, I say make everything killable. It'll bring reasons for pvp onto the pvp servers. Some high level ganking the quest npc's or some banker in Qeynos... call in some friends.<div></div>
<div>There is enougth killing of ratses in the game alreadys! Pleases pleases! oh noes! not rats!</div>
<div></div><blockquote><hr>Saavedra wrote:<div></div><div>Hello Everyone,</div><div> </div><div>I've been reading the /feedback and /bugs and have seen multiple people bring up the fact that they were shocked or dismayed over the fact that the Qeynosian guards now attack some of the creatures that get underfoot in the Qeynos Villages.</div><div> </div><div>Seeing Kelethin the cat get a beat down for example might be a shocker for some (and amusing for others).</div><div> </div><div>I wanted to ask for a wider opinion on this.</div><div> </div><div>The original intent when I made these attackable was to allow for some content that was in the level 1-4 range that was killable for those who leave the tutorial island before leveling up some.</div><div> </div><div>What I think I would like to do is make the "named" ecology non attackable again, and add some encounters that might not evoke such an emotional response like more rats, or beetles.</div><div> </div><div>Your thoughts?</div><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><div> </div><div> </div><p>Message Edited by Saavedra on <span class="date_text">01-26-2006</span><span class="time_text">07:47 PM</span></p><hr></blockquote>My opinion?Make any non-essential NPC (i.e. not quest NPCs or merchant/vendors) attackable... And then make the guards react appropriately. So sure, you can give little Nathan the beat-down... But those guards sure won't like it.
Rattfa
01-27-2006, 03:31 PM
I really dont understand what the big deal is with killing animals in the newbie towns, and why some people are so agaisnt iton top of that, i had someone a couple of says ago start verbally assaulting me for killing the unicorn in oakmyst....saying i was pathetic for not listening to the npcs...please...anyway, so what if people want to kill a cat, or a pig? its just a few pixels on the screen...real animals dont get hurt in the playing of this gamewhats the deal with saying people should lose faction points?? some people...<span> :smileyindifferent:</span><div></div>
<div>Please can you make the girl who shouts "Kittie! Come back here!!" (in Nettleville?) Attackable please!!! Or make her silent.</div><div> </div><div>Thank you in advance.</div>
Taisia
01-27-2006, 04:36 PM
<div></div>Killing innocent pets goes against most everyone's morals. Most of us all grew up believing you don't injure animals and children. Sure its a game, but a lot of us have soft spots for the cute little pets we all love. I say just make rats, snakes etc, targetable, animals that all would normally rid their envinorment of.
Rattfa
01-27-2006, 04:48 PM
Killing humans is also against peoples morals, but there is still a lot of it in this gameLots of people have rats and snakes as pets, so they should fall under the same category<span>:smileyindifferent:</span><div></div>
Taisia
01-27-2006, 05:00 PM
<div></div><p>*grins* so true, its all about the cuteness factor</p><p> </p>
Trillien
01-27-2006, 05:06 PM
<div></div>I am quite firmly opposed to the killing of the village and town animals. My little village is my childhood home, and I want to find happy memories there. In addition, it's really rather silly to see an armed guard attacking a small cat. It is a jarring note, and one I would prefer to forego. I can remember in EQ 1 how distressed many of us were when our beautiful Felwithe was suddenly infested with rats, but I learned to ignore them. This is a fantasy game, and yes, I am an adult, but I come to the game seeking some diversion. I'm fine with killing mobs (although it took me a while to be able to kill the deer), but leave our little pets alone. :smileysad:
Rattfa
01-27-2006, 05:13 PM
what I just think its silly how someone can get upset for killing a computer catI own a cat..I love cats...but to people shouldnt be able to kill them in game is sill IMOand they dont REALLY die...they spawn again in a few minutes<span> :smileytongue:</span><div></div>
Krokatoa
01-27-2006, 07:10 PM
<div>I can't see any reason for guards to kill cats.....cats kill rats, rats spread disease.....let the guards kill the rats and the cats kill the rats.....add a bit more vermin in and let them fight it out.</div><div> </div><div>K</div>
Rattfa
01-27-2006, 07:29 PM
cats can carry disease too<div></div>
<div>I agree with the idea of making named animals non-attackable. Call it silly but I would be very saddened to see Sgt. Quackers being killed <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></div>
melaine_dvarvensplitter
01-27-2006, 07:52 PM
<div></div><p>As one who would like to see him attackable I would also like to see that sniveling little coward in Beggar's Court attackable..... Come to the Dark Side!The cats and beetles and such being attackable is a great idea and hey its nice every once in awhile to kick a cat who is named...makes me feel ... complete /sly grin.</p><p>Great job keep up the work!M.</p>
lilmohi
01-27-2006, 07:57 PM
<div></div><p>I can say without a doubt if my gf saw Fluffy get slaughtered she would never play the game again. As for myself i will be severely upset if i saw someone killing sergent quackers:smileymad:. Really does SOE want to be seen as encouraging kids (they do play) to do violence on household pets. Its one thing to be hunting fantastic creatures out in the wild, i'm even okay with hunting deer (people do need to eat), but there is no reason that the good people of Qeynos would be okay with the killing of town pets.</p><p>From a roleplay perspective i can see how a troll in freeport might want a cat or two for their stew, but in Qeynos there is no reason for any town creatures being killed except perhaps the vermin.</p><p>It boils down to most people will either Hate it or not care (with only a few people who take some twisted pleasure out of it), do you really want to risk alienating a large portion of your player base for a couple silly newbie quests?</p>
Rattfa
01-27-2006, 08:01 PM
<span><blockquote><hr>lilmohi wrote:<div></div><p>I can say without a doubt if my gf saw Fluffy get slaughtered she would never play the game again. As for myself i will be severely upset if i saw someone killing sergent quackers</p><hr></blockquote><span>:smileyvery-happy: LMFAO!! I cannot beleive what I am reading...Do you realise quite how stupid that sounds....oh dead God</span></span><div></div>
Kasandria
01-27-2006, 08:10 PM
<div></div><div></div><p>I don't want to see this. I mean litterally. Killing cats is a sign of becoming a serial killer.. let's not induce that virtually eh?</p><p>I honestly find hunting some animals currently disturbing as it is. I can tolerate it at the level it's at but I don't want to see it in my home villiages (good or evil). Put a few vermin in if you must but why not leave the hunting in the hunting zones? </p><p>Aside from that, anything that would increase the lag in QH has to go.</p><p> </p><p>To themixmonkey. Please stop mocking others for their feelings. They asked for folks opinions, not for you to post half a dozen times berrating these opinions. </p><p>Message Edited by Kasandria on <span class="date_text">01-27-2006</span><span class="time_text">07:18 AM</span></p>
Tainya
01-27-2006, 08:17 PM
<span><blockquote><hr>Saavedra wrote:<div></div><div>Hello Everyone,</div><div> </div><div>I've been reading the /feedback and /bugs and have seen multiple people bring up the fact that they were shocked or dismayed over the fact that the Qeynosian guards now attack some of the creatures that get underfoot in the Qeynos Villages.</div><div> </div><div>Seeing Kelethin the cat get a beat down for example might be a shocker for some (and amusing for others).</div><div> </div><div>I wanted to ask for a wider opinion on this.</div><div> </div><div>The original intent when I made these attackable was to allow for some content that was in the level 1-4 range that was killable for those who leave the tutorial island before leveling up some.</div><div> </div><div>What I think I would like to do is make the "named" ecology non attackable again, and add some encounters that might not evoke such an emotional response like more rats, or beetles.</div><div> </div><div>Your thoughts?</div><div> </div><div><font color="#ff9933">P.S. No, I will not make Nathan Ironforge attackable. Yet.</font></div><div> </div><div> </div><p>Message Edited by Saavedra on <span class="date_text">01-26-2006</span><span class="time_text">07:47 PM</span></p><hr>OH OH!!! If we can't attack him, how about an option to /slap him and make him run away crying?! Please Please?! heheAshlyaMargaritaville KnightsSteamfont</blockquote></span><div></div>
Geldo
01-27-2006, 08:21 PM
I noticed this and liked it as mainly a touch a realism. It makes the world seem more alive in my opinion. I noticed in Forest Ruins that the hawks would attack the terranchalas and the wolves would hunt the deer (maybe this was always true but I never noticed it before?).This "balance of nature" was so fragile though it seemed I had to hunt the hawks to keep the population low enough to get the spiders to pop (and live long enough for me to hunt them for the quests).It is a nice touch in my opinion I would like to see more of this "living world" approach.
ThunderingChicken
01-27-2006, 08:23 PM
<span><blockquote><hr>Killing cats is a sign of becoming a serial killer.. let's not induce that virtually eh?<hr></blockquote>Umm, by my kill count... I am a serial killer or at least a mass murders. Thousands upon thousands have died from my hand. Now I'm not real picky about who or what it is, in my past experience if it's in my way, and I can slaughter it..... I will.But really, THIS IS A GAME. Everyone should chill out. I'd love nothing more than to run from one side of SQ to the other, slaughtering everything in my path, rats.. ducks... horses... that really annoying guy by the mage tower.. then i'd head to Willow Wood adn do more damage.it's a game. The guards get bored... I don't know about the rest of you, but when i get bored, the first thing I do is pick up a sword adn begin attacking neighborhood animals. Then guess what... I"m not bored anymore.DuckyLvl 60 Templar</span><div></div>
TaleraRis
01-27-2006, 08:31 PM
<div></div>Take a feather from EQ1 and add in something like the city Exterminator thing there. It will give lowbies something to take part in before they go out into the hunting areas, and can give them a little coin to start on as well.
Nahlis
01-27-2006, 08:31 PM
<div>I love the idea of some NPC's becoming attackable in villages. Take the ratcatcher Troll in Big Bend for example. You do his quest (this was before rewards were shown in quest description) and in the end he laughs at you and tells ya to get lost. Brilliant imo, but I've always wanted the opportunity to beat him down and make him regret it every since. heh Maybe make a mechanic where the drop to 1% health and then combat end with a message 'That will teach them a lesson" or somesuch. that way they aren't actually despawning for any others who need them for quests and the like.</div>
Te'ana
01-27-2006, 08:40 PM
<div></div><p>Personally I would be horribly upset by the killing of pets in Qyenos. It is just plain sick! </p><p>I could live with trolls chasing cats to find at the last minute they were getting rats in disquise!</p><p>However, there are other very valid reasons to avoid killing pets in Qyenos. Have you considered that some people try to play a totally non-violent game via the Crafting option? What about people who play a limited game with their small children in these areas? I think those people would be very upset to see violence in their hometowns. I can see no valid reason to add unneeded killing to these areas.</p>
Krokatoa
01-27-2006, 09:18 PM
<div>Good point about the kids....my own kid plays and he loves cats and other animals, it would definalty bother him. Those cats are too close to household pets.....</div><div> </div><div> </div>
Rattfa
01-27-2006, 09:23 PM
<span><blockquote><hr>Kasandria wrote:<div></div><div></div><p>I don't want to see this. I mean litterally. Killing cats is a sign of becoming a serial killer.. let's not induce that virtually eh?</p><p>I honestly find hunting some animals currently disturbing as it is. I can tolerate it at the level it's at but I don't want to see it in my home villiages (good or evil). Put a few vermin in if you must but why not leave the hunting in the hunting zones? </p><p>Aside from that, anything that would increase the lag in QH has to go.</p><p> </p><p>To themixmonkey. Please stop mocking others for their feelings. They asked for folks opinions, not for you to post half a dozen times berrating these opinions. </p><p>Message Edited by Kasandria on <span class="date_text">01-27-2006</span><span class="time_text">07:18 AM</span></p><hr></blockquote>I just find it incredibly sad how closely you relate this game to real life.But thats it....have fun pretending that killing a virtual cat is heinous and disgusting, and ill carry on thinking nothing of it <span>:smileyhappy:</span></span><div></div>
WholfeLightningfist
01-27-2006, 09:39 PM
<div></div><blockquote><hr>Saavedra wrote:<div></div><div>Hello Everyone,</div><div> </div><div>I've been reading the /feedback and /bugs and have seen multiple people bring up the fact that they were shocked or dismayed over the fact that the Qeynosian guards now attack some of the creatures that get underfoot in the Qeynos Villages.</div><div> </div><div>Seeing Kelethin the cat get a beat down for example might be a shocker for some (and amusing for others).</div><div> </div><div>I wanted to ask for a wider opinion on this.</div><div> </div><div>The original intent when I made these attackable was to allow for some content that was in the level 1-4 range that was killable for those who leave the tutorial island before leveling up some.</div><div> </div><div>What I think I would like to do is make the "named" ecology non attackable again, and add some encounters that might not evoke such an emotional response like more rats, or beetles.</div><div> </div><div>Your thoughts?</div><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><div> </div><div> </div><p>Message Edited by Saavedra on <span class="date_text">01-26-2006</span><span class="time_text">07:47 PM</span></p><hr></blockquote><p>ROFL... But if he grows up he will visit the palace and become a member of the guard...</p><p>Seriously though, certain non key NPCs should be attackable, but they should have HUGE hits with certain factions. I mean should you attack Kelethin the cat, odds are his owners are not going to EVER want to sell or talk to you. And should you add Nathan Ironforge to the attackable list, you'd be almost guaranteed that your faction with Qeynos would drop drastically as you are a child killer and would have "serve your time" for your crimes. Have a magistrate that you would have to see to correct your faction by running a long serious of quests that would correct your faction, so that by the end of the quests your faction would be back where it was, but not higher, and that would be the ONLY reward you would get and the only way you would get these quests would be if you had committed crimes in your respective cities.</p>
<div>I think we all know this is 'just' a game and 'just' pixels. But this argument is getting very stale and old.</div><div>You see, a game is capable of inducing emotions into people. Another player can say a lot of mean things to you and a lot of people would probably get hurt because of it. Simply because there are real people behind all these characters.</div><div> </div><div>Now, I can easily myself get emotinal about this game. This can be a quest that is very well written that can make me feel proud for rescuing a 'pixel', or be sad because a mom lost her kid, or angry because something was unjust. I would call this one aspect of immersion.</div><div> </div><div>Now, if the animals that are here for flavor gets killed by the guards or other players, it will also provoke feelings in me. Just like the rest of the game is capable of. But I can already see that these feelings will not be good ones and will perhaps make me a bit sad.</div><div>I don't see the reason for making the named pets killable at all. The only good reason is to help a lvl 1 from the Isle to level up. Ok, that is a good reason, but what about putting some new lvl 1-3 mobs near the entrance to forest ruins, oakmyst, down below, peatbog etc? If I remember correctly there is nothing aggro near the entrances anyways, so perhaps simply adjust the levels of the creatures there to fit better?</div><div> </div><div>To me there is something 'not-right' about having fights inside the city, it simply doesn't feel right. The city and the villages are quite places where people can meet and talk, not kill.</div><div>But if it's neccessary at least just make the snakes and rats killable <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />.</div><div> </div><div>One final note. The way it is implemented now is quite horrible. There is nothing realistic (for lack of better word) about having a little rat kill a guard, or having it pop, get killed, pop, get killed etc etc etc. I have seen this go on and on for over an hour in Temple Street and it was sick. The pet popped at the gate and got instant killed and popped again..ugh. The guards should be able to kill the rats, not the other way around. And it shouldn't be an endless slaugterfest either.</div><div> </div><div>Please don't make the animals killable.</div><div> </div>
Rattfa
01-27-2006, 09:52 PM
Funny funny funnyI thank you for making me laugh so muchI'm just glad I dont have such an emotional attachment to a computer gamegood luck to you<div></div>
LadyEternity
01-27-2006, 09:58 PM
<div></div><div></div><blockquote><hr>Saavedra wrote:<div></div><div>Hello Everyone,</div><div> </div><div>I've been reading the /feedback and /bugs and have seen multiple people bring up the fact that they were shocked or dismayed over the fact that the Qeynosian guards now attack some of the creatures that get underfoot in the Qeynos Villages.</div><div> </div><div>Seeing Kelethin the cat get a beat down for example might be a shocker for some (and amusing for others).</div><div> </div><div>I wanted to ask for a wider opinion on this.</div><div> </div><div>The original intent when I made these attackable was to allow for some content that was in the level 1-4 range that was killable for those who leave the tutorial island before leveling up some.</div><div> </div><div>What I think I would like to do is make the "named" ecology non attackable again, and add some encounters that might not evoke such an emotional response like more rats, or beetles.</div><div> </div><div>Your thoughts?</div><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><div> </div><div> </div><p>Message Edited by Saavedra on <span class="date_text">01-26-2006</span><span class="time_text">07:47 PM</span></p><hr></blockquote><p>Qeynos:</p><p>1: Most area's have docks do they not? Why not put in a small island or two in each area and populate it with low level creatures. You could even tie in a few really low kill tasks for normal armor ( not as good as the isle armor ) to rather help the player a bit.</p><p>2: Redesign a few of the entry area's for the Down Below and usher the players down there if they are lower then X level when leaving the Isle. ( Maybe have a Popup, or a special NPC that appears to the player only under the above conditions that tells them where to go. Populate the entry area's in the down below with level 1-3 spawns.</p><p>3: Restrict players from leaving the isle until atleast level 5.</p><p>I think named creatures ( pets ) should NOT be attackable. I think all rats and vermin should be. I also think there needs to be a quest put in for rat tail collection, rat ear collection and basic vermin extermination. ( What is EQ without rat tails and rat ears. Some things are expected you know <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> hehe )</p><p>Freeport:</p><p>1: Usher people into the sewers. ( see above on down below idea's )</p><p>2: Put critters in the water around the docks, maybe have a couple of kill quests attached to them.</p><p>3: Make one of the buildings in each area "abandoned" and put all manner of vermin in it. Kinda like a spooky house.</p><p>See above for my take on the attackable pets.</p><p>Blacksabath</p><p> </p><p>Message Edited by LadyEternity on <span class="date_text">01-27-2006</span><span class="time_text">09:09 AM</span></p>
USAFJeeper
01-27-2006, 09:59 PM
<div>I have sworn a blood oath to kill Bryan Shorecling. Oh yes young Shorecling, you wil die. That and the emo chick in Willow Wood. I will show her all dark and dreary.</div><div> </div><div> </div>
Iagan the Swart
01-27-2006, 09:59 PM
<span><blockquote><hr>RoadkillUSA wrote:<div></div><p>Maybe they could make it where from time to time a rabid animal makes its way in and spreads rabies which opens the animals to attack.</p><hr></blockquote>I really like this idea. Killing named creatures in the villages just seems wrong to me. It might work in Freeport, but certainly wouldn't work in Qeynos. Now about Nathan Ironforge...</span><div></div>
Lydiae
01-27-2006, 10:42 PM
<div></div><blockquote><hr>Calthine wrote:<div></div>Hey, you know what would be neat? The occasional opposing city spy or 'refugee' or somesuch trying to get through the 'burbs... make his path take him to the guards eventually, so we had a chance to get him. Could be worth city faction, too.<hr></blockquote><p>Sounds familiar... I know I've seen an NPC running into Qeynos to attack... OH! FIPPY! </p><p>Yes! Let Fippy the 5th (son of Fippy in the Catacombs) spawn at the NQ gate and run for the castle door, shouting to the zone. The guards would kill him most of the time, but players could have a shot at him too.</p><p>I think named villiage pets should be immune, but add vermin that aren't, and a rat catcher quest would be a nice touch as well. </p><p>You might have unnamed stray cats and dogs, but i don't think they should be attackable except maybe in Freeport. Maybe you can add a "Stray Cat Herding" quest where players herd the unnamed cats and dogs to a shelter NPC who de-pops them, something like the beetle herding in Sinking Sands.</p>
Ronin SpoilSpot
01-27-2006, 10:50 PM
I don't like the idea at all.I don't want fighting in the hometowns. It's the one peaceful place you can go. Fighting means spamming combat messages and people arguing over who killed who's target.There are already newbie-zones, and the guides do show people in the right direction. If you can't add lower level mobs there, make a single instanced cellar dungeon where newbies can hunt rats and other vermin.Having newbies kill pets will definitly hurt immersion.I don't like killing of pets, not even pixelized ones. Killing stray cats wouldn't affect me, but the named pets have been given a certain personality through their names. I smile every time I see Sgt. Quackers and having Kelethin and Feydark around makes Willow Wood feel more like home.If someone attacks them, I would want to defend the pets, and since I don't want unconsentual PvP, that would just leave me frustrated - and thereby hurt immersion.I would expect the designers to want the game to invoke emotions in the players. After all, without that, what makes the experience great? Just as a good movie, song or even a painting. If it was just pixels and numbers I was playing, I wouldn't be playing at all. Numbers just aren't that interesting.Don't toy with our emotions. And definitly don't let random newbies do it./RS 'who roots for the unicorn any day!'
Kincaid
01-27-2006, 10:55 PM
<div><blockquote><hr>Saavedra wrote:<div></div><div>Hello Everyone,</div><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><hr></blockquote>To quote an earlier poster... "It is not cruelty. It is called population control."</div>
Scarrlette
01-27-2006, 11:07 PM
<div></div>Please be nice. There are a couple of posts here that are borderline. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Thanks.
LordDragone
01-27-2006, 11:13 PM
<div></div><div></div>PLEAAAAASE let us attack Nathan....the kid needs a good spanking.....and his cousin in Freeport too<p>Message Edited by LordDragone on <span class="date_text">01-27-2006</span><span class="time_text">10:14 AM</span></p>
Junkisfunk
01-27-2006, 11:15 PM
<div></div><p>This is a bit off subject but how about making the npc's Duel-able. Right-click | Challange to Duel. That way if you have a particular NPC that is verbally harassing you, you could challenge it to a duel. You win, you walk away knowing who has the junk in his trunk! You lose it gets broadcast to the zone that you have just got you junk funked. :smileyvery-happy:</p><p>Junk</p>
domestic godde
01-27-2006, 11:19 PM
<div></div><blockquote><hr>Te'ana wrote:<p>However, there are other very valid reasons to avoid killing pets in Qyenos. Have you considered that some people try to play a totally non-violent game via the Crafting option? What about people who play a limited game with their small children in these areas? I think those people would be very upset to see violence in their hometowns. I can see no valid reason to add unneeded killing to these areas.</p><p></p><hr><p>The game is about killing and is rated teen. Small children don't belong in games such as these, but that's another argument...</p><p>That said, I say meh, leave the pets alone. There needs to be some feel of order in the towns. Don't make anything attackable in Qeynos harbor to encourage any more lag there!</p><p>Nathan is second on my list after Shorcling...</p></blockquote>
Salmastryon
01-27-2006, 11:30 PM
I don't want the named animals in Freeport or Qeynos to be attackable. For a number of reasons.The first that hits me is purely emotional. I didn't like the fact that guards would basically camp methos and kill him everytime he spawned. I view temple street as my home town and I'm attached to its inhabits. I'm even somewhat attached to the rats there that follow my little ratongas around when I walk by.Second is the fact they are named. Generally in the game killing something named is significant. Don't start people off thinking a named mob is just a grind mob.I think if have to add mobs to the towns make them things like the spiders in longshadow alley. Generic things. And, having the guards attack these mobs totally defeats the purpose of having lvl 1 content for people to fight.<div></div>
LightHor
01-27-2006, 11:33 PM
<div></div><div></div><blockquote><hr>Salmastryon wrote:Generally in the game killing something named is significant. Don't start people off thinking a named mob is just a grind mob.<div></div><hr></blockquote><div>I agree with this sentiment. </div><div> </div><div>As for the rest .... weapons free!</div><p>Message Edited by LightHorse on <span class="date_text">01-27-2006</span><span class="time_text">01:35 PM</span></p>
<div></div><blockquote><hr>Ronin SpoilSpot wrote:I don't like the idea at all.I don't want fighting in the hometowns. It's the one peaceful place you can go. Fighting means spamming combat messages and people arguing over who killed who's target.There are already newbie-zones, and the guides do show people in the right direction. If you can't add lower level mobs there, make a single instanced cellar dungeon where newbies can hunt rats and other vermin.Having newbies kill pets will definitly hurt immersion.I don't like killing of pets, not even pixelized ones. Killing stray cats wouldn't affect me, but the named pets have been given a certain personality through their names. I smile every time I see Sgt. Quackers and having Kelethin and Feydark around makes Willow Wood feel more like home.If someone attacks them, I would want to defend the pets, and since I don't want unconsentual PvP, that would just leave me frustrated - and thereby hurt immersion.I would expect the designers to want the game to invoke emotions in the players. After all, without that, what makes the experience great? Just as a good movie, song or even a painting. If it was just pixels and numbers I was playing, I wouldn't be playing at all. Numbers just aren't that interesting.Don't toy with our emotions. And definitly don't let random newbies do it./RS 'who roots for the unicorn any day!'<hr></blockquote><p>Well said...</p><p>To add to this, since launch the pets in the city zones have reacted to players based on race. My fiancee and I get a kick out of Talliak in Nettleville "following us curiously" because we're Kerra and Talliak is apparently wondering what these great big cats are all about. Its cute, and it brings a smile to our faces. I seriously think open carnage brought down upon these cute little critters would prompt us to quit the game, and I'm sure we're not even remotely alone in that feeling.</p><p>One of the worst feelings in EQ1 was seeing the little girl Vah Shir in Shar Vahl brutally murdered time and time again so people could loot her "nighty", and then her father crying because she didn't come home. Yes, I'm well aware its just a virtual character... but have some heart, people. Some things are just wrong... even virtually.</p>
Ultharion
01-28-2006, 12:05 AM
God yes, make it unattackable. Watching the guards or players beat down pets brutally, especially players in spawn camping mode is just utterly hideous and unimmersive.<div></div>
lilmohi
01-28-2006, 12:17 AM
<div></div><blockquote><hr>themixmonkey wrote:Funny funny funnyI thank you for making me laugh so muchI'm just glad I dont have such an emotional attachment to a computer gamegood luck to you<div></div><hr></blockquote>I think it is any developer's ultimate goal to create content that players develop an emotional attachment to. Considering you have posted 2-3 times more than just about anyone else on this topic i would suspect you have more emotional attachment than you are willing to admit.
Maroger
01-28-2006, 12:20 AM
<div></div><p>Personally I hate these attackable "pests" in the town. In Freeport it makes an area seem shabbier than it already is. You feel like you just moved into a slum on the upper west side of Manhattan.</p><p>Sorry I think they detract from the aesthetics of the area - esp. in Qeynos. And I do think Aesthetics is an important part of the game. Please remove them or find another location for them --</p><p> </p>
CHIMPNOODLE.
01-28-2006, 12:23 AM
<div></div>I'd say leave the poor little things alone....serves no purpose and encourages mean "shock value" sillyness. There is enough beasts and meanies to take out our blood-thirst on as is.
Priestbane
01-28-2006, 12:26 AM
<div></div>Make it make sense in the ecology and culture of the zone. Does it make sense to have a guard come deliver a beat-down to Kelethin the cat? Probably not. If a player wants to kill it, fine (repercussions! But please make all repercussions something that can be worked on, no game should have a permanent association based on an action made as a noobie), let them kill it. Sgt. Quackers is gonna be lunch! =) But rodentia and vermin and such, it makes sense to have stuff that little folk can do to clean up the town as it were (and maybe get some money from the innkeep).
jasonqdavis
01-28-2006, 12:27 AM
<div></div>In Freeport you are in the slums.<blockquote><hr>Maroger wrote:<div></div><p>Personally I hate these attackable "pests" in the town. In Freeport it makes an area seem shabbier than it already is. You feel like you just moved into a slum on the upper west side of Manhattan.</p><p>Sorry I think they detract from the aesthetics of the area - esp. in Qeynos. And I do think Aesthetics is an important part of the game. Please remove them or find another location for them --</p><p> </p><hr></blockquote>
Powers
01-28-2006, 12:29 AM
<div><span><blockquote><hr>Saavedra wrote:<div></div><div>What I think I would like to do is make the "named" ecology non attackable again, and add some encounters that might not evoke such an emotional response like more rats, or beetles.</div><hr></blockquote>Yes, please! These animals are named because someone in those towns took the time to name them. Many of them, particularly in Qeynos, are beloved NPCs whose killing would upset many players.Actually, count me as a vote for keeping killing out of the hamlets, period. Maybe in Freeport it's ok, but in Qeynos, places like Castleview and Starcrest should be serene, calm respites from the violence found outside the walls. I can't imagine my High Elf looking forward to returning to her home in Castleview at the end of a long day if she knows there'll be newbies running around killing everything they can.Powers &8^]</span></div>
Lerath_Litefo
01-28-2006, 12:57 AM
I have to say that I think everyone...devs included...is missing the big picture here. Let's see...what was the name of this game again??? Oh, yes, I remember...EVERQUEST. If the newbies leave the island too early and can't kill the stuff in the newbie yards yet, guess what...there are literally HUNDREDS of low level errand-type quests available in the villages where they can earn XP and level up to the point where they can safely hunt in the newbie yards.I totally don't see the point of needing to bring battle into the streets of Qeynos. I was under the impression from the first day I started this game that the streets of Qeynos were set aside as a sort of battle-free zone...the last bastion of civilization in an otherwise very harsh and inhospitable world. What happened to that vision?From a logical standpoint, I just can't see guards serving under Queen Antonia Bayle even putting up with that sort of thing, much less taking part in it themselves.PLEASE, devs...reconsider this change and give us back our civilized safe-haven.
hansomepete
01-28-2006, 01:15 AM
<div>I would like to see city NPC as attackable. Let that human say to me: half right, half wrong to me again! I'd love to Nil distortion her butt.</div>
wolfseeker
01-28-2006, 01:45 AM
<div>My feeling are named mobs in the city zones should not be attackable make non named, if you really want to do something with the named how about a task where you feed them like talk to nathen and have him give you a task to feed duck food to sir quackers.</div>
<div>I agree that it should be changed back to make the animals non-attackable. I like having an area (the villages) that is free of combat, especially since such low-level hunting grounds are just a zone away and would probably be modified fairly easily to include mobs of levels 1-4. The named pets add flavor to the village zones. I love seeing Sergeant Quackers and his small squad of ducks patrolling the Harbor, or Talliak dancing with me from time to time. Those little named animals make the place feel like home and give it character. As for the guards giving the animals a beat-down...don't they have better things to do with their time? Like...I don't know...watching for intruders from the opposing city?</div><div> </div><div>And as someone else mentioned, if it's a matter of trying to find ways to get low-level people ways to level up in game, there ARE quests to do. Running around making deliveries not only helps a newbie earn some coin, but also helps them learn the city and its villages. Quests give a significant amount of XP that people take for granted, and at low levels a little XP goes a long way.</div><div> </div><div>I just honestly think it would really hurt my enjoyment of the game to see newbies camping Commander Fluffy, or level 60 people one-shotting Kelethin for gits and shiggles. It would even be annoying to not only have rats and beetles running underfoot in an otherwise peaceful neighborhood, but also having to dodge the combat just so you can have a peaceful chat with a friend.</div>
mylin1
01-28-2006, 03:18 AM
<div></div><p>As you have to speak to an NPC on the docks to get the call to x city to leave - before they hand out the spell make them tell the player that they are below the level to fight in the zones beyond the island and if they wish to leave the newbie island now they will need to focus on quests to get strong enough to fight.if people want to leave then they have a good understanding of what to expect.I would seriously consider stopping my accounts if this mindless killing went live. its a poor fix for a problem</p><div></div>
Saavedra
01-28-2006, 03:29 AM
<div></div><p>I'm going to go ahead and make the named creature and non-verminous type creatures not attackable again in the Qeynos villages. That means that guards will probably kill a rat or two, but you can as well if you choose to do so. </p><p>I will also be adding a few more insects, fish, and rats in likely spots around the villages to provide lower level players iwth some killable content in the villages.</p><p>Thank you for your input.</p>
Ultharion
01-28-2006, 04:14 AM
<div></div>Thank you! One of the first things that really caught my eye in EQ2 was the "ecology" of the newbie yards, it really did and still does add to the immersion/atmosphere.<div></div><p>Message Edited by Ultharion on <span class="date_text">01-27-2006</span><span class="time_text">03:14 PM</span></p>
mylin1
01-28-2006, 04:35 AM
Yay no more puppy slaying!<div></div>
<div><span><blockquote><hr>Saavedra wrote:<div></div><p>I'm going to go ahead and make the named creature and non-verminous type creatures not attackable again in the Qeynos villages. That means that guards will probably kill a rat or two, but you can as well if you choose to do so. </p><p>I will also be adding a few more insects, fish, and rats in likely spots around the villages to provide lower level players iwth some killable content in the villages.</p><p>Thank you for your input.</p><hr></blockquote>You know you want to make one exception and have Nathan Ironforge be attackable.... pleeeeeeease...</span></div>
Saavedra
01-28-2006, 06:15 AM
<div></div><blockquote><hr>Magus` wrote:<span><hr><div>You know you want to make one exception and have Nathan Ironforge be attackable.... pleeeeeeease...</span></div><hr></blockquote>Oh all right, just this once....<font color="#330066"> </font><font color="#003300"> j/k =)</font>
Prediant
01-28-2006, 06:29 AM
<div>Lol, I spent a good 10 minutes throwing snowballs at him during Frostfell.</div>
<div></div><span><blockquote><hr>Saavedra wrote:<div></div><blockquote><hr>Magus` wrote:<span><hr><div>You know you want to make one exception and have Nathan Ironforge be attackable.... pleeeeeeease...</div><hr></span></blockquote>Oh all right, just this once....<font color="#330066"> </font><font color="#003300"> j/k =)</font><hr></blockquote>Make him a lvl 60 epic x4. I want to see the citizens of qeynos get together and take him out!!! Come on!!Really though, the ultimate humiliation:Your group gets wiped and you hear. "Have you ever seen a gnoll before?"</span><div></div><p>Message Edited by Keyh on <span class="date_text">01-27-2006</span><span class="time_text">05:30 PM</span></p>
EQ2Playa432
01-28-2006, 06:31 AM
<div></div><blockquote><hr>Saavedra wrote:<div></div><blockquote><hr>Magus` wrote:<span><hr><div>You know you want to make one exception and have Nathan Ironforge be attackable.... pleeeeeeease...</span></div><hr></blockquote>Oh all right, just this once....<font color="#330066"> </font><font color="#003300"> j/k =)</font><hr></blockquote>Sneaky!
Sanju
01-28-2006, 06:34 AM
<span><blockquote><hr>Keyh wrote:<span>Make him a lvl 60 epic x4. I want to see the citizens of qeynos get together and take him out!!! Come on!!Really though, the ultimate humiliation:Your group gets wiped and you hear. "Have you ever seen a gnoll before?"</span><div></div><hr></blockquote>Haha, reminds me of the time they did something similar in EQOA when they made 'Stable Boy' an 'epic' mob. That was fun!</span><div></div>
RoadkillUSA
01-28-2006, 08:06 AM
<div></div><div>Make Nathan Ironforge attackable but if you kill him have his ghost haunt you in the same fashion as the skeleton does every so often in your house. Have him pop and nag ya about killing him. :smileyvery-happy:</div>
ke'la
01-28-2006, 08:29 AM
<div></div><p>I really hated that dog (mangler) in RV in EQ1. </p><p></p><hr><p>Like holly windstalker, Mangler "lives" on. Though now he is a 45ish Epicx2, and sence all of RV is evil no Faction hit(with the few good ones left that is)</p>
Blackie
01-28-2006, 09:21 AM
<div>I think everyone has seen the log-in pic of gnolls attacking in QH. Could that ever become a reality?</div><div>Not in QH for the love of god... already too much lag</div><div>But having gnolls (or orcs in FP) attacking the newbie towns would be kinda cool</div>
Norlantha
01-28-2006, 06:31 PM
<div></div>In Ultima everything was attackable. Why can't we have that here? Also why are the devs listening to whiners about thier feelings are getting hurt cause a digital duck got hit by a guard? Who cares? Everything should be attackable.
<div></div><div></div><p>very funny thread.</p><p>I would agree wit the majority, make non named attackable, there is enough life in the noobs towns with the various pets, hissing at you following you, as well as chasing around each other.</p><p>Yes its a game but killing of these named would not go down well.</p><p>as for rat exterminating why not, or as suggested add in some low level content i the first section of the sewers. As a mouse i hate big stinky rats they give me a bad name,</p><p>** come on test updates u can download faster than that**</p><p>Message Edited by Purgle on <span class="date_text">01-28-2006</span><span class="time_text">05:53 AM</span></p>
SniperKitty
01-28-2006, 09:56 PM
<span><blockquote><hr><font color="#ffcc00">One of the worst feelings in EQ1 was seeing the little girl Vah Shir in Shar Vahl brutally murdered time and time again so people could loot her "nighty", and then her father crying because she didn't come home. Yes, I'm well aware its just a virtual character... but have some heart, people. Some things are just wrong... even virtually.</font><hr>I remember her. The nighty was one of the very few robes my rogue could wear... so... *stabbity* ... she died to clothe me in pretty robes. ^_^ I almost felt bad for a moment there... then I realized it wasn't tears. Just her blood running down my cheeks.</blockquote></span><div></div>
eq2john
01-28-2006, 10:18 PM
<div></div><div><span><blockquote><hr>BlueSun wrote:<div></div>Also, if you run around town killing everything, I am pretty sure your faction should change. I think if my character was well known around town for being the crazy person that always killed every stray cat I saw, I would not be well liked.<hr></blockquote><font color="#ccffff">In Freeport such actions might be ignored or even encouraged; guards might turn a blind eye and not even care. In Qeynos it seems this is more likely to be despised. Perhaps there could be a society for the protection of strays in Qeynos and a society for the extermination of strays in Freeport....your actions would cause faction to rise or fall accordingly. So to level it the other way perhaps you could feed these strays (even the eviliest of pcs may be a softy) and your faction will change that way too. Not sure of any suggestions for what would be the point of all this non essential involvement but it sure would be funny if a Freeport guard ticked of a troll for feeding a kitty...it much the same way a wood-elf would be for slaying one.</font></span></div>
Zyphius
01-30-2006, 08:37 PM
<div></div><blockquote><hr>Saavedra wrote:<div></div><blockquote><hr>Magus` wrote:<span><hr><div>You know you want to make one exception and have Nathan Ironforge be attackable.... pleeeeeeease...</span></div><hr></blockquote>Oh all right, just this once....<font color="#330066"> </font><font color="#003300"> j/k =)</font><hr></blockquote>Don't stop with him... As a dark elf in Qeynos, there are SEVERAL NPC's that I so want to IC! That barbarian that keeps saying "What color does a Dark Elf bleed? Care to tell?" I want to show him what color a moronic barbarian bleeds! And there are other extremely rude individuals that need a good smack down. Seriously, would some pansy high elf really walk up to a lvl 60 Wizard, that is already evil by blood, and start talking that kind of smack? All non-key NPC's should be attackable, with consequences.
Brigh
01-30-2006, 11:51 PM
Just like all the rats in EQ1 you kill for whiskers that give faction or what ever, you can get rid of the rats that run all over the place like in the villages.
Junkisfunk
01-31-2006, 12:38 AM
<div></div><blockquote><hr>putergod wrote:<div></div><blockquote><hr>Saavedra wrote:<div></div><blockquote><hr>Magus` wrote:<span><hr><div>You know you want to make one exception and have Nathan Ironforge be attackable.... pleeeeeeease...</span></div><hr></blockquote>Oh all right, just this once....<font color="#330066"> </font><font color="#003300"> j/k =)</font><hr></blockquote>Don't stop with him... As a dark elf in Qeynos, there are SEVERAL NPC's that I so want to IC! That barbarian that keeps saying "What color does a Dark Elf bleed? Care to tell?" I want to show him what color a moronic barbarian bleeds! And there are other extremely rude individuals that need a good smack down. Seriously, would some pansy high elf really walk up to a lvl 60 Wizard, that is already evil by blood, and start talking that kind of smack? All non-key NPC's should be attackable, with consequences.<hr></blockquote><p>I agree as well that all non-quest related NPC's should be attackable, but i think if that was the case you should have a faction hit for killing. I like my idea from above which would alow you to duel them instead so there is no faction hit but will still give the satisfation that you had somehow bested them.</p><p>Junk</p>
Te'ana
01-31-2006, 09:45 AM
<div></div><p>Saavedra Said:</p><p></p><hr><p>I'm going to go ahead and make the named creature and non-verminous type creatures not attackable again in the Qeynos villages. That means that guards will probably kill a rat or two, but you can as well if you choose to do so. </p><p>I will also be adding a few more insects, fish, and rats in likely spots around the villages to provide lower level players iwth some killable content in the villages.</p><p>Thank you for your input.</p><p></p><hr><p><strong><font size="2">Our home villages should be safe havens, even for vermin. As stated elsewhere, there are more elegant solutions to your problem, things that will not turn our hometowns into hackneyed 'slash and hack' experiences. [BTW: I am not familiar with the origins of the name Saavedra, but Savaedro tried to 'fix' things and created a nightmare.]</font></strong></p>
Bhagpuss
01-31-2006, 06:26 PM
<div></div>I just came back to Test after a long sojourn in EQ1. As I was wandering around Temple Street this morning I was astounded to see a Ratonga PC attack and kill one of the local cats.Having read this thread, I think that it's quite in keeping in Freeport - after all, as a Ratonga, why would you put up with hissing, spitting cats? However, it is totally out of keeping in Qeynos and will significantly spoil the environment for the many people who choose the good city because of its comfortable, safe, friendly (twee, even) atmosphere.I would very much prefer that there be absolutely no killing, even of vermin, in the streets of Qeynos. I really don't believe it is at all necessary to provide sword-fodder directly in the villages for players who choose to leave the islands at a very low level. There are a million opportunities to kill things ahead of them - they really don't need to be spilling blood the second they get into town.If you do decide to go ahead with this idea, however, I would suggest that in Qeynos the Guards very definitely should not attack wandering cats and dogs and ducks - these are presumably the pets and domestic animals of NPC citizens in good standing and it makes absolutely no sense whatsoever for guards to be killing them. I would also strongly advise that if players are allowed to kill Qeynosian domestic animals, those players should take faction hits for doing so. In Freeport, I think it is a lot less problematic and would be quite in keeping with the ethos of the city.<p>Message Edited by Bhagpuss on <span class="date_text">01-31-2006</span><span class="time_text">01:27 PM</span></p>
Sslikmage
01-31-2006, 07:45 PM
As a Kerra I was shocked by the human guards killing a cat next to me. Where are the chimps I can kill in revenge for their deeds?
Brigh
01-31-2006, 08:08 PM
(a scene in Starcrest Commune)"Stop kitty come back here!" (little girl chases kitty all around a fountain)Guard xxxx says, "What seems the be the commotion here?! Don't you know that cat needs a license? I'm sorry little girl but the penalty for no license is death to kitty."(gleam of sword...dead kitty)
Piwackett
02-01-2006, 01:26 PM
<div></div><div>I don't know why there has to be any killing in towns....but if you must...make it rats and beetles. </div><div> </div><div>I hate seeing the cats and ducks killed....dogs shouldn't be killed either. None of the animals that give character to the towns and villages. I love having them as part of the community with their names of memorable places, like Kelethin, and the ones that make you laugh like Lord Oinkles and Sergeant Quackers. It's so cute when they follow you around.</div><div> </div><div>Also, I have to second the person who reminded you that kids do play these games and killng pets is not something you want to teach them in any form...even if the pets are pixels.</div><div> </div><div> </div><p>Message Edited by Piwackett on <span class="date_text">02-01-2006</span><span class="time_text">12:41 AM</span></p>
Grunt
02-01-2006, 02:49 PM
<div></div><div>Sure. Make everything killable. But let there be concequences. These are quick suggestions...</div><div> </div><div>Kill the inn-keapers cat = can not enter inn.</div><div>Kill the guard = wanted list, all guards attack</div><div>Kill the mendor = can not repair in that zone</div><div>etc</div><div> </div><div>These penalties could be timed, or there could be "Forgiveness Quests" handed out...</div><div> </div><div> </div><div>/A</div><p>Message Edited by Akely on <span class="date_text">02-01-2006</span><span class="time_text">10:59 AM</span></p>
Lakland
02-01-2006, 05:50 PM
<div></div><blockquote><hr>Saavedra wrote:<div></div><div>Hello Everyone,</div><div> </div><div>P.S. No, I will not make Nathan Ironforge attackable. Yet.</div><div> </div><div> </div><hr></blockquote><p>Then you might as well make nothing attackable in the villages. He's first on the hit list and Foster Graham is a very close second.</p><p>And Cheers to Saavedra, finally with a statement like this, I have hope that there are some devs that know what players want :smileywink:</p>
g0thiC_iCe_cReaM
02-02-2006, 08:34 AM
<div></div>i want to kill boomba and show him what to do with his pickles...
<div>Make everything killable, everywhere, anytime.</div><div> </div><div>Works fine in Maj'Dul and there are never any problems. Just give them reasonably fast respawn timers...</div>
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