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Old 01-30-2012, 05:06 PM   #11
Castingbeast
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Agro mobs are there for only one purpose, to make armor break faster and ppl buy more repair hammers .
If i could i would disable it too w/o any thinking. More than annoying they are :P
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Old 01-30-2012, 05:24 PM   #12
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Other games I have played there is system like that; if your level is higher than lvl of the mob the chance of getting aggroed is lower. Somehow imo that makes sense :P
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Old 01-30-2012, 05:39 PM   #13
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Quote:
Originally Posted by Eyfura View Post
Other games I have played there is system like that; if your level is higher than lvl of the mob the chance of getting aggroed is lower. Somehow imo that makes sense :P
Yea i agree :P
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Old 01-30-2012, 05:52 PM   #14
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Quote:
Originally Posted by Castingbeast View Post
Agro mobs are there for only one purpose, to make armor break faster and ppl buy more repair hammers .
Damn, I should have grinded without armour then
(Yes, im poor, Deal with it )
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Old 01-30-2012, 07:15 PM   #15
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Funny thread.

I have no problem with Aggro. However I agree with Daar. The A.I. is terrible so I do hope that it does get upgraded at some stage .

And, not just a fix, a legitimate upgrade. If it was a wilderness as Frosk suggests then the weakling mobs that are rated unchallenging or worse to you should be freaking scared of you and actually try to avoid (or do nothing) than butt heads with you and do a mighty 7-14 damage . The game should have a 'FEAR' modifier for MoBs. Your resistance to the special powers of these level Mobs should be very high.

The easy and very easy MoBs should know better and only the occasional retarded one will try something. That would be an improved A.I.
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Old 01-30-2012, 08:53 PM   #16
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i think having aggro mobs is quite a good idea, it can help a player get more experience dealing with situations where they have the disadvantage,
you should also know which mobs aggro or not, so you shouldnt get yourself in this problem in the first place.

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Old 01-30-2012, 09:51 PM   #17
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Ideally I would rather have no aggros in WZ, but it isn't a huge issue. Maybe more feasible would be actually relocating mobs though, as many are just strewn all over the map with little regard to tactical or even useful locations to travel to or find other players to create grind parties with.

(like Syrtis CS to PP2 is basically an aggro clusterf*ck with no real dense mob locations, makes it harder for grinders to team up/support/defend against gankers and such, and they are in poor areas near bridges etc, so players running to/from get latched on to by aggros or when using area spells etc due to their close proximity to an otherwise active rvr zone.

Not saying remove the risk entirely..just make their areas more defined and less haphazardly strewn all over if you want to promote teamwork and better hunts for grinders as well as gankers, instead of the usual 1 vs 10 rofllolownage that usually happens to a lonely grinder.
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