Apparently the designers of Ashes of Creation have almost no familiarity with how players used and abused certain mechanics in early MMORPGs such as the time honored training of MOBs into groups to kill them all.
Reports from the Ashes Reddit say solo players are regularly training mobs into groups at favored camps such as HH, Steel Bloom, Carphin…and making major bank from looting glint from the dead bodies.
Seems to be getting so bad groups are often disbanding out of frustration
The usual solutions being tossed out are for groups to solve the issue with PVP or CC but apparently the corruption system isn't up for this in ways I couldn't quite fathom from what I read.
There were some ideas being kicked around by several posters, such as not having Mobs change aggro based on their proximity to other players but there are other considerations such as dealing with AOE damage and heal aggro being raised.
Are there any good solutions you've seen for this in other games or should this just be expected emergent gameplay in a title such as this, so perhaps is working as intended?
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Comments
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
-Mobs do not gain proximity aggro after they've been pulled far enough
-Mobs do not gain aggro from healing/buffing if neither the healer nor the one being healed have any aggro
If need to be, they could also give the players a toggle where AoE damage abilities consider anyone who doesn't have aggro on them or any of their group members as friendly target.
PVE groups usually go to places they can make good xp using AOE farming. They generally pull enough mobs near their top of their capability for good XP gains.
Solo farmer in that area is probably higher level or has speed buffs to get away from agro.
PVE group pulls a group of mobs and AOE CC's or AOE them down, if they dont do this fast enough they die.
Solo guy pulls a bunch of mobs and runs in circles around the group, if the group doesnt AOE they die, if they AOE then they hit these mobs and die, if they AOE CC then they have more mobs to kill and die. Pretty much they going to die.
If healer doesnt get agro from healing in the area then people can kite mobs around the group in circles all day and the group can just pull them off 1 at a time. That means the multiple mob mechanic is nullified making the area much easier than it should be.
1) Dont let people loot corpses they didnt do damage too, or heal party members that did damage...
2) PVE zones, no loot corpses at all
3) PVE instances
4) PVP zones where their isnt this corruption system in place, so you can just kill this person.
PvP zones where they can loot corpses but can also be attacked themselves. Put special mobs in PvP zones that drop stuff the PvE mobs don't. Make these drops especially good for PvP'ing.
------------
2024: 47 years on the Net.
Also, in my original proposal the healer would have already gained aggro if he gave any healing to the kiter. If the game allows someone to kite a large group of mobs without any support for prolonged period, then it already has a mechanism where you can have one kiter while the rest act as single target DPS and pull one mob at a time from the group being kited.
Too easy kiting is a separate issue from how others players get the agro. If I remember correctly, it was quite successfully solved already 20 years ago in WoW Vanilla.
EDIT: With that said, I'm not saying that my solution would be perfect. I think making the system good requires a lot of testing and iteration. I think Ashes might be suffering a bit from a situation where their CEO believes that he is correct and doesn't want to go through the process where testers are tasked with inventing ways to abuse the system
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Clowns.
Also the mobs can be given tools to slow a player and/or close the distance so that they kill the kiter.
I know how trains worked back in EQ 1 era, but I think that was originally more of an accident rather than designers intention. Today the devs can have the mobs either lose interest or kill the kiter unless they decide they want to allow kiting huge groups in their game.
Adding a mechanic that nobody can just run? That has consequences.
I agree with using mob snares, anti-kiting, and kiter-killing mechanics in instanced dungeons.
Now the game has to give players anti snare abilities, sprints, cc etc... then we back to kiter classes in the original problem.
For example a condition that the AI abandons combat if it runs long enough time without taking any damage would prevent trains from forming (unless you can AoE the train you're kiting), allow for people to get out of fights by running away, and still allow players to move their fights to the other end of the map should they desire as long as they're able to actually fight the enemy when they're moving.
However, your solution—having mobs lose interest over time if not attacked—can be easily abused and doesn’t address the issue.
Haven't seen a true speeder class in many years nor many games which offer speed buffs unique to specific classes.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Though I think I already suggested a solution to that previously with the "generating aggro on mob A would generate smaller amount of aggro on B, C and D". With that mechanism everyone in group attacking boss would get aggro on all the mobs in the group...
...then whether or not the kiter is grouped with rest of the people, the healer who has small initial aggro on all the adds would get extra aggro on them with every heal he makes.
They've a sprint that is a beautiful way to decide a battle really isn't for you.
Can catch someone on horseback, which was fun and gave me Wild Kingdom vibes.
This is NOT the time to be shouting "all is well". Release is 18 months away (or more). Plenty of time to find these issues, point them out, and get them fixed, but NOT if we don't acknowledge them.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018