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View Full Version : A proposed change in mob reactions


Magic
08-01-2006, 05:01 AM
<DIV>I'd like to propose a change where all mobs that con red to us be also non-aggro to us.</DIV> <DIV> </DIV> <DIV>I assume that we con gray to them and we pose no threat.  I could never kill one as a soloist even on my best day anyway.  It would allow us crafters to harvest safely in the higher zones and make betraying a little easier.</DIV> <DIV> <DIV> </DIV>How does everyone feel about this idea?  What bad reaction(s) would this change have on the game? </DIV> <DIV> </DIV> <DIV> </DIV>

EQ2Playa432
08-01-2006, 05:11 AM
While it would be nice, it would completely trivialize zones that are red to you by being able to harvest in them and get discovery experience, or even exp with higher levels and not have to worry about agro. I'm sure this will turn in to a flame fest and eventually get locked though <span>:smileysad:</span><div></div>

Sarkoris
08-01-2006, 05:13 AM
<BR> <BLOCKQUOTE> <HR> Aljola wrote:<BR> <DIV>I'd like to propose a change where all mobs that con red to us be also non-aggro to us.</DIV> <DIV> </DIV> <DIV>I assume that we con gray to them and we pose no threat.  I could never kill one as a soloist even on my best day anyway.  It would allow us crafters to harvest safely in the higher zones and make betraying a little easier.</DIV> <DIV> <DIV> </DIV>How does everyone feel about this idea?  What bad reaction(s) would this change have on the game? </DIV> <DIV> </DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE> <P><BR>As nice as that sounds it has far reaching consequences. Bring a lowbie character along on a raid (everyone mentors down, bypasses all the trash mobs and de-mentors at the named, kill it for its loot, re-mentors, rinse repeat). </P> <P>Other than I agree the need more relatively safe harvest zones for those that craft with a lowbie adevnture level character.</P> <P> </P> <P>Sark.</P>

MystaSkrat
08-01-2006, 06:32 AM
<BR> <BLOCKQUOTE> <HR> Aljola wrote:<BR> <DIV>I'd like to propose a change where all mobs that con red to us be also non-aggro to us.</DIV> <DIV> </DIV> <DIV>I assume that we con gray to them and we pose no threat.  I could never kill one as a soloist even on my best day anyway.  It would allow us crafters to harvest safely in the higher zones and make betraying a little easier.</DIV> <DIV> <DIV> </DIV>How does everyone feel about this idea?  What bad reaction(s) would this change have on the game? </DIV> <DIV> </DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE><BR>I'd say that just because you don't pose a threat to a mob doesn't necessarily mean he wouldn't still want to kill you :smileyhappy:

EQ2Playa432
08-01-2006, 07:17 AM
Case in point: Level 70s on a PvP server killing 45s. They don't pose a threat, but why not 1 shot them? <span>:smileytongue:</span><div></div>

Magic
08-02-2006, 12:31 AM
<P>Okay, I see your points.  It would be bad to have across the board non-aggro reds.  I was going to say that we should have non-aggro reds only for solo, un-mentored players, and aggro grouped and mentored players as they normally would.  But that probably won't be so great either.</P> <P>At least we have faction to help me accomplish something close to what I want.  My crafter is level 1 in combat, has never killed anything, and therefore has no bad faction listed except against the opposing city and the Exiles.  I can harvest in peace in The Graveyard around the skeletons, or in The Thundering Steppes near the centaurs, for example.</P> <P>I'm off to see the wizard...no I mean off to lookup faction lists and which mobs are influenced by them.  If anyone can link me to a good list, I'd appreciate it.</P> <P>Thanks for all the good inputs.</P>

etaipo
08-02-2006, 01:00 AM
<blockquote><hr>MystaSkratch wrote:<div></div> <blockquote> <hr> Aljola wrote: <div>I'd like to propose a change where all mobs that con red to us be also non-aggro to us.</div> <div> </div> <div>I assume that we con gray to them and we pose no threat.  I could never kill one as a soloist even on my best day anyway.  It would allow us crafters to harvest safely in the higher zones and make betraying a little easier.</div> <div> <div> </div>How does everyone feel about this idea?  What bad reaction(s) would this change have on the game? </div> <div> </div> <div> </div> <hr> </blockquote>I'd say that just because you don't pose a threat to a mob doesn't necessarily mean he wouldn't still want to kill you :smileyhappy:<hr></blockquote>Exactly.  Im 70 and the gnolls/bears/wolves in Antonica feel my wrath daily.  <span>:robotvery-happy:</span><div></div>

Atmosphear1993
08-02-2006, 02:53 AM
<P>There are possible solutions out there for this particular problem.</P> <P>One idea in my head is to allow crafters to gain special abilities as they level up that will help them with harvesting.</P> <P>To enable these abilities, a crafter has to change into a "harvesting" stance that greatly reduces DPS and other attributes.  The actual abilities will allow a lower level adventurer harvest in higher level areas.  For example, say you are a level 25 Priest and have a level 65 Alchemist.  KoS can be very brutal for you since all of the nodes are in the most difficult of places.</P> <P>However, a level 65 Alchemist would be able to use an ability that lulls a mob that is a certain number of levels above you (where the mob is pretty much unkillable by you.)  Thus, the harvester can lull a camp of mobs and freely harvest in the area.  There, of course, could be a chance for that lull to break on you sending you to your death.  But such is the life of a tradeskiller that tries to harvest in areas more powerful than him.  The lull will at least allow him a greater chance of success while harvesting.</P> <P>Other abilities could be granted for certain classes.  For example, a provisioner could have a buff that yields more harvests on a bush node.  While a carpenter would have a buff that yields more harvests from lumber nodes.  A tailor could have an ability that creates a skin pattern that a player could wear over himself.  So if he is trying to harvest in an area of Droags, the scaled skin ability would be appropiate.</P> <P>The point is, harvesting can be much more dynamic and interesting.  If the devs wanted too, they could find a way for high level crafters to harvest in high level zones without interfaring with adventurer content in any way.  There should be a much greater risk involved if a player tries to harvest in an area that is a higher adventure level though.</P> <P>The other, much easier option is to grab a high level friend and have him/her keep the area cleared for you while you harvest for awhile.</P>

Magic
08-02-2006, 05:18 AM
<P>Those are some interesting ideas.  I wouldn't ask anyone to hang around with me while I harvest because it would be boring but if I come across anyone camping an area then I'd ask permission to harvest there.</P> <P>As it is now I'm very careful when harvesting in Thundering Steppes with my level 10 alt.  At least the griffon rides help me to get around safely.  I once tried an Assassin a while back in hopes of stealthing past mobs, but that didn't work against scout mobs or anything red to me.</P> <P>I suppose my next suggestion would be to move the harvest nodes to safe areas in their respective zones, like near mariner bells, zone gates, and such.  How does everyone feel about that idea?</P>

etaipo
08-02-2006, 06:14 PM
<blockquote><hr>Atmosphear1993 wrote:<div></div>The point is, harvesting can be much more dynamic and interesting.  If the devs wanted too, they could find a way for high level crafters to harvest in high level zones without interfaring with adventurer content in any way. <p>There should be a much greater risk involved if a player tries to harvest in an area that is a higher adventure level though.</p><hr></blockquote>I think thats the way it is now.  A level 25 priest running around TT is pretty risky, why change that to make it easier?  <div></div>