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PVP Design 101 - MOB Training in Ashes of Creation

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  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,651
    edited December 2
    Kyleran said:
    Scot said:
    Brainy said:
    I understood you the first time, but it seems you misunderstood me.

    I said leashes (where entire group of mobs return to their spawn point if the kiter runs far away) are fine.  They need to either leave or fight together as a group.

    However, your solution—having mobs lose interest over time if not attacked—can be easily abused and doesn’t address the issue.

    Example:
    Puller A aggros 30 mobs with a miniboss included, runs back to the group, and kites the mobs in circles while the group focuses down the boss. Eventually, the adds just walk back to their spawn, and the puller joins the boss fight. This completely bypasses the boss's adds, making it a cheesy exploit.

    You would ensure any "group" of npc's for combat were considered a "mob", in other words, if you aggro one you aggro them all. Not only that but what difficulty are we setting here? Are we saying that a mob cannot over take even the slowest of player avatars? I am all for skulls or whatever on a mob to show you should not aggro it, but if you do is there no price to be paid?
    These days don't players all run at the same speed pretty much since moving more quickly is considered a significant advantage, especially in PVP.?

    Haven't seen a true speeder class in many years nor many games which offer speed buffs unique to specific classes.


    Bards play speed songs in AoC.  Not sure if there are others. (in AoC)

    Post edited by Slapshot1188 on
    Kyleran

    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

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  • ScotScot Member LegendaryPosts: 24,427
    edited December 2
    Yeah, different speeds was a rarity, WoW had speed buffs I think. But as time as gone on that evening out of major differences between players in terms of class, abilities anything has taken its toll.
  • olepiolepi Member EpicPosts: 3,053
    Kyleran said:
    Scot said:
    Brainy said:
    I understood you the first time, but it seems you misunderstood me.

    I said leashes (where entire group of mobs return to their spawn point if the kiter runs far away) are fine.  They need to either leave or fight together as a group.

    However, your solution—having mobs lose interest over time if not attacked—can be easily abused and doesn’t address the issue.

    Example:
    Puller A aggros 30 mobs with a miniboss included, runs back to the group, and kites the mobs in circles while the group focuses down the boss. Eventually, the adds just walk back to their spawn, and the puller joins the boss fight. This completely bypasses the boss's adds, making it a cheesy exploit.

    You would ensure any "group" of npc's for combat were considered a "mob", in other words, if you aggro one you aggro them all. Not only that but what difficulty are we setting here? Are we saying that a mob cannot over take even the slowest of player avatars? I am all for skulls or whatever on a mob to show you should not aggro it, but if you do is there no price to be paid?
    These days don't players all run at the same speed pretty much since moving more quickly is considered a significant advantage, especially in PVP.?

    Haven't seen a true speeder class in many years nor many games which offer speed buffs unique to specific classes.


    Bards play speed songs in AoC.  Not sure if there are others.

    Minstrels in DAOC have speed buffs that apply to the team.
    Slapshot1188Brainy

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


  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,651
    olepi said:
    Kyleran said:
    Scot said:
    Brainy said:
    I understood you the first time, but it seems you misunderstood me.

    I said leashes (where entire group of mobs return to their spawn point if the kiter runs far away) are fine.  They need to either leave or fight together as a group.

    However, your solution—having mobs lose interest over time if not attacked—can be easily abused and doesn’t address the issue.

    Example:
    Puller A aggros 30 mobs with a miniboss included, runs back to the group, and kites the mobs in circles while the group focuses down the boss. Eventually, the adds just walk back to their spawn, and the puller joins the boss fight. This completely bypasses the boss's adds, making it a cheesy exploit.

    You would ensure any "group" of npc's for combat were considered a "mob", in other words, if you aggro one you aggro them all. Not only that but what difficulty are we setting here? Are we saying that a mob cannot over take even the slowest of player avatars? I am all for skulls or whatever on a mob to show you should not aggro it, but if you do is there no price to be paid?
    These days don't players all run at the same speed pretty much since moving more quickly is considered a significant advantage, especially in PVP.?

    Haven't seen a true speeder class in many years nor many games which offer speed buffs unique to specific classes.


    Bards play speed songs in AoC.  Not sure if there are others.

    Minstrels in DAOC have speed buffs that apply to the team.
    Yup. In DAoC we had Minstrels, Bards, Skalds... and I think the healers got some lesser run speed.  Pretty sure Ranger had some escape speed ability.

    Shadowbane actually had different races move at different speeds I think. In Crowfall you had the Centaur race which had built in mount speed...

    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

  • GermzypieGermzypie Member UncommonPosts: 177
    Idk, i think everything is working as intended.  It is a pvp game, and not sure what they would have to implement to break the tether and have mobs return to spawn point.  It is more of a game design issue.  If you want protected pve, then an instanced or pve area/zone would be needed.  Just my thoughts on it.  This issue has been around forever now.  I remember doing it to groups in daoc.  Was great fun.
  • WargfootWargfoot Member EpicPosts: 1,458
    Germzypie said:
    Idk, i think everything is working as intended.  It is a pvp game, and not sure what they would have to implement to break the tether and have mobs return to spawn point.  It is more of a game design issue.  If you want protected pve, then an instanced or pve area/zone would be needed.  Just my thoughts on it.  This issue has been around forever now.  I remember doing it to groups in daoc.  Was great fun.
    This is a solid point.
    If you're into that sort of thing MOB training can make some interesting things happen.

    The boys over at AOC are going to have to decide what crowd they want playing their game, but I wish them luck, because raid babies are going to get really upset the moment someone breaks up the choreographed dance routine.

    The problem I have with MOB training isn't the dynamic component, rather, the risk for the exploiter is nil while the risk for everyone else is very high.  If I can aggro 3 dragons and run through someone else's game in my skivvies - and intentionally die right there, I can wipe a whole group while losing nothing.

    This is where the PvP rules bite ya in the arse.

    In normal circumstances, the group could just kill the streaker but thanks to the PvP rules killing him means a punishment - so now you have the griefers using the rules against the lawful players.

    Just make the rules: You can kill anyone, anytime, for any reason and be done with it or you'll be chasing exploits for the 6 months this game lasts.
    kitaradKyleranVrikaSovrath
  • KyleranKyleran Member LegendaryPosts: 44,057
    olepi said:
    Kyleran said:
    Scot said:
    Brainy said:
    I understood you the first time, but it seems you misunderstood me.

    I said leashes (where entire group of mobs return to their spawn point if the kiter runs far away) are fine.  They need to either leave or fight together as a group.

    However, your solution—having mobs lose interest over time if not attacked—can be easily abused and doesn’t address the issue.

    Example:
    Puller A aggros 30 mobs with a miniboss included, runs back to the group, and kites the mobs in circles while the group focuses down the boss. Eventually, the adds just walk back to their spawn, and the puller joins the boss fight. This completely bypasses the boss's adds, making it a cheesy exploit.

    You would ensure any "group" of npc's for combat were considered a "mob", in other words, if you aggro one you aggro them all. Not only that but what difficulty are we setting here? Are we saying that a mob cannot over take even the slowest of player avatars? I am all for skulls or whatever on a mob to show you should not aggro it, but if you do is there no price to be paid?
    These days don't players all run at the same speed pretty much since moving more quickly is considered a significant advantage, especially in PVP.?

    Haven't seen a true speeder class in many years nor many games which offer speed buffs unique to specific classes.


    Bards play speed songs in AoC.  Not sure if there are others.

    Minstrels in DAOC have speed buffs that apply to the team.
    Yup. In DAoC we had Minstrels, Bards, Skalds... and I think the healers got some lesser run speed.  Pretty sure Ranger had some escape speed ability.

    Shadowbane actually had different races move at different speeds I think. In Crowfall you had the Centaur race which had built in mount speed...

    Yep, older MMORPGS had mechanics allowing some players to be faster than others, including DAOC, LotRO, though I don't recall Age of Conan (the real AOC folks) :) having such.

    If Ashes has a speeder Bard that would be one of the few post 2006 MMOs to have such that I'm aware of.


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  • BrainyBrainy Member EpicPosts: 2,206
    olepi said:
    Kyleran said:
    Scot said:
    Brainy said:
    I understood you the first time, but it seems you misunderstood me.

    I said leashes (where entire group of mobs return to their spawn point if the kiter runs far away) are fine.  They need to either leave or fight together as a group.

    However, your solution—having mobs lose interest over time if not attacked—can be easily abused and doesn’t address the issue.

    Example:
    Puller A aggros 30 mobs with a miniboss included, runs back to the group, and kites the mobs in circles while the group focuses down the boss. Eventually, the adds just walk back to their spawn, and the puller joins the boss fight. This completely bypasses the boss's adds, making it a cheesy exploit.

    You would ensure any "group" of npc's for combat were considered a "mob", in other words, if you aggro one you aggro them all. Not only that but what difficulty are we setting here? Are we saying that a mob cannot over take even the slowest of player avatars? I am all for skulls or whatever on a mob to show you should not aggro it, but if you do is there no price to be paid?
    These days don't players all run at the same speed pretty much since moving more quickly is considered a significant advantage, especially in PVP.?

    Haven't seen a true speeder class in many years nor many games which offer speed buffs unique to specific classes.


    Bards play speed songs in AoC.  Not sure if there are others.

    Minstrels in DAOC have speed buffs that apply to the team.
    Yup. In DAoC we had Minstrels, Bards, Skalds... and I think the healers got some lesser run speed.  Pretty sure Ranger had some escape speed ability.

    This is what I remember, little fuzzy on the enchanter, but I thought I remember speed on it.

    Each realm had a full speed class, Minstrel, Bard, Skald,
    And medium speed class, Healer, Warden, Sorcerer
    Solo speed, Runemaster, Theurgist, Enchanter

    Also some classes like the ranger, cant remember which others that had fast short burst speed, lasting only a short while that could create some distance from non speed classes.

    I loved the speed buffs in this game.  Although I would hate to be a class without it.

    I remember when you are running, then the skald in my group would come up from behind and get me the buff, its like catching a wave.
    Kyleran
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