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Aggro wipes or will there be trains?

dcutbi001dcutbi001 Member UncommonPosts: 49

I know we've heard that mobs will not be leashed and that, ala EQ, zones will be escape points for encounters gone wrong, but do we know if once the bearer of the aggro escapes does the aggro wipe and the mob resets?

Part of me loved trains being called to the zones when something went horribly wrong in EQ, but it was also a mechanic used for griefing. So I'm a little curious if we have any idea for Pantheons intent on mob aggro wipes after zoning.

I've read many of the threads on both both forums, but if this was ever stated I was unable to track it down.

What are your thoughts on trains, for or against?

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Comments

  • Raidan_EQRaidan_EQ Member UncommonPosts: 247
    +1 for Trains and the server infamy/reputation that occurs as a result.
  • ragz45ragz45 Member UncommonPosts: 810

    I always liked to think of trains in EQ1 like a bunch of villagers with pitch forks coming after raiders in their village.  Which, if you think about it, is kind of how AI should actually work in MMO's.

  • XeravikXeravik Member CommonPosts: 7
    I never played EQ, but there were some mobs in VG that had pretty long leash ranges, so you could train them quite far.  Although there were instances of griefing, this was pretty few and far between.  I wouldnt mind seeing trains, they can be pretty hilarious.
  • RattenmannRattenmann Member UncommonPosts: 613
    Originally posted by Xeravik
    I never played EQ, but there were some mobs in VG that had pretty long leash ranges, so you could train them quite far.  Although there were instances of griefing, this was pretty few and far between.  I wouldnt mind seeing trains, they can be pretty hilarious.

    EQ had very few mobs that lost agro at all.

     

    It was pretty much like..... if you had agro you only lost it if you either...

    • killed the mob and his fellows
    • zoned out (mobs agroed whoever on their way back)
    • died

     

    Bring that back. +1 for social reputation among players.

    MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.

    Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?

  • DullahanDullahan Member EpicPosts: 4,536
    My way of dealing with trainer was a quick shurikenn to the face right as they feigned death.  That or catch them on the other side of the zone line.  Of course, I played on Rallos Zek...


  • ZarriyaZarriya Member UncommonPosts: 446
    I would like to see unleashed mobs ala EQ.   I think that it would be fun, different and expected from people wanting an old style EQ game.
  • flizzerflizzer Member RarePosts: 2,455
    This would become a griefer's wet dream game.  It would be a disaster for players.  No way do I want to see this in this game.
  • ZarriyaZarriya Member UncommonPosts: 446
    Originally posted by flizzer
    This would become a griefer's wet dream game.  It would be a disaster for players.  No way do I want to see this in this game.

    Yes, it can be abused. If unleashed mobs were implemented it would definitely be a social experiment. If Project 1999 is any indicator yes, it can work: A community can police itself and a player with bad reputation will be refused from groups.

  • XxeroxXxerox Member UncommonPosts: 126
    Originally posted by DMKano

    The fact that game is "zone based" - makes is it very possible to do it the old EQ1 style - mobs don't give up aggro until you zone or someone dies (you or them).

    Seamless world games can't have this mechanic as it could be horribly abused (pulling 10,000s mobs into a city from the entire map) - that would be BAD for both performance and gameplay.

     

    I prefer the term : Player Induced Raids.

     

    I would love to tame monters and send them to the town to destroy everything living while i take all the spoils while the town is utterly destroyed and dissapears from the map.

  • XxeroxXxerox Member UncommonPosts: 126
    Originally posted by DMKano
    Originally posted by Xxerox
    Originally posted by DMKano

    The fact that game is "zone based" - makes is it very possible to do it the old EQ1 style - mobs don't give up aggro until you zone or someone dies (you or them).

    Seamless world games can't have this mechanic as it could be horribly abused (pulling 10,000s mobs into a city from the entire map) - that would be BAD for both performance and gameplay.

     

    I prefer the term : Player Induced Raids.

     

    I would love to tame monters and send them to the town to destroy everything living while i take all the spoils while the town is utterly destroyed and dissapears from the map.

    Would be problematic even in  single player game - allowing any player to permanently destroy towns in an online game - yeah that's just not gonna work period.

     

    Not if players can build more cities >:D like a PvP game. one side destroys one enemy city, while the enemy builds another in a different strategic point where it will be harder to attack.

     

    But back on the point, Trains sound so awesome . And i love awesome (Griefing)

  • Nightbringe1Nightbringe1 Member UncommonPosts: 1,335
    Originally posted by flizzer
    This would become a griefer's wet dream game.  It would be a disaster for players.  No way do I want to see this in this game.

    In game that is heavily group dependent, reputation matters.

    Any fool can criticize, condemn and complain and most fools do.
    Benjamin Franklin

  • TamanousTamanous Member RarePosts: 3,030

    Trains are in as mentioned in a recent vid. Aggro will die at zone end though.

     

    I don't mind it if it makes sense and the world is large. Some mobs simply would give up after a time due to their nature so I'd rather not simply see everything done that way. Super aggressive predators and intelligent races would not give up normally in real live so not sure why they should in game. A pvp player won't give up likely so some mobs shouldn't either.

     

    Griefing? Can be limited by design but of course it will happen at times. Would be fun to see a pvp flag or npc reaction penalty if one griefs this way too much. :)

    You stay sassy!

  • RattenmannRattenmann Member UncommonPosts: 613

    Whats so bad about grieving?

     

    Don't limit game fun just because some people COULD do something "bad". If you allow grieving, people will get their reputation. If content needs groups... oh well. Said griever will have a HARD time in the game and probably learn a lession for RL as well.

     

    Make actions matter, don't limit possibilities for the sake of "balance" or "this could be used in a way some other people could potentionally dislike".

    MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.

    Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by Rattenmann

    Whats so bad about grieving?

     

    Don't limit game fun just because some people COULD do something "bad". If you allow grieving, people will get their reputation. If content needs groups... oh well. Said griever will have a HARD time in the game and probably learn a lession for RL as well.

     

    Make actions matter, don't limit possibilities for the sake of "balance" or "this could be used in a way some other people could potentionally dislike".

    Exactly.  Folks who've never experienced a real group based MMORPG will have a hard time imagining player accountability.  Its a real thing and something that actually existed hardcore in EQ.  A player that ninja looted an item, mistreated group mates or griefed players in general were outcasts.  They couldn't even progress in the game beyond very limited solo content.


  • olepiolepi Member EpicPosts: 3,064
    Originally posted by DMKano

    The fact that game is "zone based" - makes is it very possible to do it the old EQ1 style - mobs don't give up aggro until you zone or someone dies (you or them).

    Seamless world games can't have this mechanic as it could be horribly abused (pulling 10,000s mobs into a city from the entire map) - that would be BAD for both performance and gameplay.

     

    I can't help but remember one of the maps in CoH. A tank could literally gather up the entire map, hundreds of mobs, and then jump into a trash can. So there'd be this gigantic mound of mobs, but only 1-2 could hit him at once. Nukers standing on the hill nearby just nuke-em down in a couple of shots. Nothing like casting an AOE and seeing it hit 240 mobs LOL

    ------------
    2024: 47 years on the Net.


  • XxeroxXxerox Member UncommonPosts: 126
    Originally posted by Dullahan
    Originally posted by Rattenmann

    Whats so bad about grieving?

     

    Don't limit game fun just because some people COULD do something "bad". If you allow grieving, people will get their reputation. If content needs groups... oh well. Said griever will have a HARD time in the game and probably learn a lession for RL as well.

     

    Make actions matter, don't limit possibilities for the sake of "balance" or "this could be used in a way some other people could potentionally dislike".

    Exactly.  Folks who've never experienced a real group based MMORPG will have a hard time imagining player accountability.  Its a real thing and something that actually existed hardcore in EQ.  A player that ninja looted an item, mistreated group mates or griefed players in general were outcasts.  They couldn't even progress in the game beyond very limited solo content.

    The guys who do bad stuff are the coolest. No one wants them because no one wants to be cool. It is not matter of Right or Wrong. This is a game. Everyone is wrong, you are right. If you wan't to play by the rules, go outside.

  • KayydKayyd Member UncommonPosts: 129
    Originally posted by Xxerox
    Originally posted by Dullahan
    Originally posted by Rattenmann

    Whats so bad about grieving?

     

    Don't limit game fun just because some people COULD do something "bad". If you allow grieving, people will get their reputation. If content needs groups... oh well. Said griever will have a HARD time in the game and probably learn a lession for RL as well.

     

    Make actions matter, don't limit possibilities for the sake of "balance" or "this could be used in a way some other people could potentionally dislike".

    Exactly.  Folks who've never experienced a real group based MMORPG will have a hard time imagining player accountability.  Its a real thing and something that actually existed hardcore in EQ.  A player that ninja looted an item, mistreated group mates or griefed players in general were outcasts.  They couldn't even progress in the game beyond very limited solo content.

    The guys who do bad stuff are the coolest. No one wants them because no one wants to be cool. It is not matter of Right or Wrong. This is a game. Everyone is wrong, you are right. If you wan't to play by the rules, go outside.

    Fansy the Bard wasn't really all that popular. Humerus in retrospect, yea, but at the time his victims probably weren't laughing.

  • ChrysaorChrysaor Member UncommonPosts: 111
    Looks like it will be a traditional EQ agro system.  If you aggro, either kill the mob or zone.  I totally support a traditional EQ agro system.
  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by Xxerox
    Originally posted by Dullahan
    Originally posted by Rattenmann

    Whats so bad about grieving?

     

    Don't limit game fun just because some people COULD do something "bad". If you allow grieving, people will get their reputation. If content needs groups... oh well. Said griever will have a HARD time in the game and probably learn a lession for RL as well.

     

    Make actions matter, don't limit possibilities for the sake of "balance" or "this could be used in a way some other people could potentionally dislike".

    Exactly.  Folks who've never experienced a real group based MMORPG will have a hard time imagining player accountability.  Its a real thing and something that actually existed hardcore in EQ.  A player that ninja looted an item, mistreated group mates or griefed players in general were outcasts.  They couldn't even progress in the game beyond very limited solo content.

    The guys who do bad stuff are the coolest. No one wants them because no one wants to be cool. It is not matter of Right or Wrong. This is a game. Everyone is wrong, you are right. If you wan't to play by the rules, go outside.

    I never suggested that it wasn't OK to play the jerk in an MMO.  Outside of exploiting game mechanics to grief, I don't care what path people choose in an MMORPG.  It takes all kinds, and if everyone played the same way, it wouldn't be as interesting.  Drama is a compelling reason to log in, especially playing on a PvP server.

    I'm only saying that is the beauty of a groupcentric MMORPG.  There are so many asshats in modern games because there is no recourse.  If its a struggle to play the game alone, it gives people a reason to play nice with others just as it is in the real world.  An mmorpg without accountability becomes a toxic environment that few people enjoy.


  • Raidan_EQRaidan_EQ Member UncommonPosts: 247
    Originally posted by Dullahan
    Originally posted by Xxerox
    Originally posted by Dullahan
    Originally posted by Rattenmann

    Whats so bad about grieving?

     

    Don't limit game fun just because some people COULD do something "bad". If you allow grieving, people will get their reputation. If content needs groups... oh well. Said griever will have a HARD time in the game and probably learn a lession for RL as well.

     

    Make actions matter, don't limit possibilities for the sake of "balance" or "this could be used in a way some other people could potentionally dislike".

    Exactly.  Folks who've never experienced a real group based MMORPG will have a hard time imagining player accountability.  Its a real thing and something that actually existed hardcore in EQ.  A player that ninja looted an item, mistreated group mates or griefed players in general were outcasts.  They couldn't even progress in the game beyond very limited solo content.

    The guys who do bad stuff are the coolest. No one wants them because no one wants to be cool. It is not matter of Right or Wrong. This is a game. Everyone is wrong, you are right. If you wan't to play by the rules, go outside.

    I never suggested that it wasn't OK to play the jerk in an MMO.  Outside of exploiting game mechanics to grief, I don't care what path people choose in an MMORPG.  It takes all kinds, and if everyone played the same way, it wouldn't be as interesting.  Drama is a compelling reason to log in, especially playing on a PvP server.

    I'm only saying that is the beauty of a groupcentric MMORPG.  There are so many asshats in modern games because there is no recourse.  If its a struggle to play the game alone, it gives people a reason to play nice with others just as it is in the real world.  An mmorpg without accountability becomes a toxic environment that few people enjoy.

    Agreed here, and one additional positive side effect of having server/group reputation is I wanted to be a better player to better help the group and to be able to find more groups.  So, even if you weren't skilled at first, I believe EQ style gameplay made people more skilled just based out of necessity.

     

    And as you said, if you were a known asshat, the server learned quick and only the truly oblivious/ignorant groups sent that player an invite.

  • Tracho12Tracho12 Member UncommonPosts: 136
    SG TO DOCKS!!!!
  • Jagwar_FangJagwar_Fang Member UncommonPosts: 264
    Originally posted by flizzer
    This would become a griefer's wet dream game.  It would be a disaster for players.  No way do I want to see this in this game.

    it wasn't disaster in EQ so why would it be here?   Griefers were known and besides, learn to use the mechanic as payback.  I was an Iksar Monk in EQ and oh what fun it could be to train half a zone and FD at the healer's feet of group that used it against me.   Griefers got zero sympathy when they got trained.  Good times when the entire zone gangs up on them...

    I say put it in the game and let players police themselves vice having a company hold everyone's hand through the game.

  • KayydKayyd Member UncommonPosts: 129
    Originally posted by Bannuk
    Originally posted by flizzer
    This would become a griefer's wet dream game.  It would be a disaster for players.  No way do I want to see this in this game.

    it wasn't disaster in EQ so why would it be here?   Griefers were known and besides, learn to use the mechanic as payback.  I was an Iksar Monk in EQ and oh what fun it could be to train half a zone and FD at the healer's feet of group that used it against me.   Griefers got zero sympathy when they got trained.  Good times when the entire zone gangs up on them...

    I say put it in the game and let players police themselves vice having a company hold everyone's hand through the game.

    Agreed, There was remarkably little griefing in EQ. Trains happened, especially in blackburrow, it was a blast. People generally yelled "train to zone" and players generally got out of the way. If it was done maliciously, players would complain to GMs, GMs could look through logs and see who it was, so it was a good way to get your account banned. Let me put it this way, griefing was uncommon enough on PvE servers that Fansy the bard became a huge deal for training sand giants to low level players on one server. Honestly, I never was griefed, and I came from UO where it was a daily occurrence.

  • DullahanDullahan Member EpicPosts: 4,536
    Fansy was on Sullon I believe.  GMs didn't do a whole lot of interfering on PvP servers.  Especially on Rallos which was FFA, it was left up to the players to handle... and they did with extreme prejudice.


  • KayydKayyd Member UncommonPosts: 129
    Originally posted by Dullahan
    Fansy was on Sullon I believe.  GMs didn't do a whole lot of interfering on PvP servers.  Especially on Rallos which was FFA, it was left up to the players to handle... and they did with extreme prejudice.

    Lol, now that just sounds like good clean fun!

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