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POLL: Should monsters flee and chain-aggro in EQN?

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Comments

  • MasterfuzzfuzzMasterfuzzfuzz Member Posts: 169
    Absolutely
  • SephastusSephastus Member UncommonPosts: 455

    How about we expand on the "Bravery vs Cowardly" AI as well. Once you are beyond a certain power above mobs, these avoid/run away from you. Who else has gone back to very low level zones for one reason or another, and just want to traverse a portion, when out of no where small "intelligent" mobs (gnolls, trolls, orcs ect.) would come up and start wailing on you doing no damage whatsoever? Wouldn't it be so much better if these, realizing how outclassed and outpowered they are, to flee at the mere sight of you?

    There should still be exceptions, such as undead, since they really have no fear... they are dead already... Or golems, which follow a particular programing... or animals that just want to eat. But in addition to this, how about the fleeing mob keeps chain fearing until it believes it has a good group of help, and then they all come back to you... Yep... an entire dungeon or a good part of a zone coming to you to beat you down ^_^

    Priceless.

  • VocadiVocadi Member UncommonPosts: 205

    Absolutely! Many of my EQ memories resulted from aggro gone awry, or on the flip side winning under insurmountable odds. When a group going through the motions is suddenly woken up by a pack of creatures steamrollering over them, its exhilarating and thrilling to suck it up and fight tooth and nail to win!

    Or when you see that pull go badly and you start to get that prickly, sweaty feeling and think ohhh crap here we go..do I stay or do I go. :P

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  • irpugbossirpugboss Member UncommonPosts: 427

    Whew that is 109 votes at 95% yes, I voted yes but dang I thought it would be close lol.

    IMO I like fear flee mechanics and chain aggro or NPCs calling for help. It gives the NPCs more believable behavior, makes zones dangerous, and also makes playing smart, in a team, or smart with a team more likely...which I am all for.

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  • RydesonRydeson Member UncommonPosts: 3,852
    Indeed.. Bring back CC, pulling, kiting and trains..... choo choo.. As much as one can curse, there needs to be those "oops" moments that make the game rememberable..
  • WaterlilyWaterlily Member UncommonPosts: 3,105
    Yes, not only is it a fun gameplay element, someone letting a single mob run and aggroing the whole zone is hilarious too.
  • SavageHorizonSavageHorizon Member EpicPosts: 3,480

    Yes, yes and more freaking yes.

    Just zoning into certain zone was risky, roamers everywhere, just  making it to the entrance could be as dangerous.

    A mad dash and hope you don't get wtf pawned or clear your path which took that much longer.

    But tied up in all this was knowing how painful dying was going to be, see these things were all tied together in EQ.




  • irpugbossirpugboss Member UncommonPosts: 427
    It seems alot of us like kicking hornet nests lol

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  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Originally posted by ropenice
    Blackburrow - "It's a Gnooooooooolll train!!" Had that keyed up to warn people when the inevitable gnoll train happened. For the youngsters, it's a reference to the intro to an R&B music dance show in the 70's and 80's. Man I'm old.

    Karnor's Castle was freaking messy at times lol. When they said "Venril Sathir and his countless minions" they were not freaking joking lol.




  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by SavageHorizon

    Yes, yes and more freaking yes.

    Just zoning into certain zone was risky, roamers everywhere, just  making it to the entrance could be as dangerous.

    I have fond memories of EQ1 unrest

     

    fleeing for the Unrest exit  -  then discovering that someone trained an Aqua Goblin Tidal Lord to the "safe side"

     

    LOADING... PLEASE WAIT

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by Smoey
    This was in DAoC too. I enjoyed it as it made things harder.

    DAOC mob AI was directed at the party who had aggro

    - mobs would largely ignore other people in the path  (unless the mobs were returning)

     

    EQ, on other hand,  a train chasing someone would attack anyone (while giving chase)

  • kellian1kellian1 Member UncommonPosts: 238

    Only if it made sense....why would a fleeing goblin bring back an unrelated pack of wolves? I'd rather see the goblin flee and the wolves eat the goblin taking XP away from the player for not finishing the job. Maybe as your chasing, the wolves catch your scent and attack.

    But just to do the old, well they agroed everything around them seems like a pretty stale way to do it when two or more unrelated mobs just come at you.

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