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10-31-2007, 03:16 PM
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Future AoC Addict
Character: I'm playing
Guild: Age of Conan
Server: Some PVE server
Posts: 3,401
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Re: expansion of mentor rules
You never think your ideas through Gungo. This idea is awful. I don't want to have shit agroing me in CL, Ant, TS, and dear god, not Feerott. I leveled up so I don't have to deal with 500 thousand mobs tailing me while I run thru Feer to get to the Fear gate. Not to mention the pain it would cause for current avatar fights, having to clear out a bunch of now-conning mobs. And you honestly think that making Valor level 30 and a "truely epic fight" that drops level 80 gear is smart? Anyone over level 30 would be able to kill him for this nifty level 80 gear!
Not to mention, do you honestly think they could code this in? They can't even code a simple race change, I doubt they'll be able to figure out how to code in an auto-mentor.
EQ1 had mobs agro you no matter how much higher level you were. You know how retarded that shit was? Sure, it didn't hurt, and they missed more than hit, but it was annoying to run thru a zone that you are 60 levels above and have some stupid ass spider chasing you, like it even had a chance.
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10-31-2007, 03:26 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,135
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Re: expansion of mentor rules
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Originally Posted by Alania
You never think your ideas through Gungo. This idea is awful. I don't want to have shit agroing me in CL, Ant, TS, and dear god, not Feerott. I leveled up so I don't have to deal with 500 thousand mobs tailing me while I run thru Feer to get to the Fear gate. Not to mention the pain it would cause for current avatar fights, having to clear out a bunch of now-conning mobs. And you honestly think that making Valor level 30 and a "truely epic fight" that drops level 80 gear is smart? Anyone over level 30 would be able to kill him for this nifty level 80 gear!
Not to mention, do you honestly think they could code this in? They can't even code a simple race change, I doubt they'll be able to figure out how to code in an auto-mentor.
EQ1 had mobs agro you no matter how much higher level you were. You know how retarded that shit was? Sure, it didn't hurt, and they missed more than hit, but it was annoying to run thru a zone that you are 60 levels above and have some stupid ass spider chasing you, like it even had a chance.
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avatars are gettign upgraded and could easily be moved to one of the large T8 regions in ROK.
Any conning mob around the avatar will likely be a solo NPC and avatars could easily be fought in an area w/o any solo agroing mob.
Even if the mobs were blue let alone green w reduced agro radius. You can still run to the fear gate w/o a single mob agroing you. Heck does loping plains really cause anyone here an issue traveling?
And mobs in eq1 really didnt have a leash like eq2. So even if you agrod a low level mob, it would break. It makes more sense seeing a low level spider chase you in eq1 then seeing a t7 player soloing venekor.
and it wasn't even my idea. Although i think it would add more to the game then the little inconvience it would cause. And really that is the only complaints so far a little inconvience.
Last edited by gungo; 10-31-2007 at 03:33 PM.
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10-31-2007, 03:43 PM
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You are not your parse
Character: Sotanyavejin
Guild: Old World Guardians
Server: Guk
Posts: 87
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Re: expansion of mentor rules
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Originally Posted by Pinski
They fixed this already.
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As of yesterday my buffs were still remaining scaled down after unmentoring. Not sure what you're referring to.
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Originally Posted by gungo
For one green con mobs have a reduced agro radius. You can effectively train through those zones with little to no extra work. Seriosuly what tier 7 zone currently gives you any issues traveling through?
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Loping Plains. Everyone hates training through it. Densely packed population of mobs, nearly every one of which has a stun, snare, and/or root. Vies for one of the most annoying zones in the game. Feerott's pretty irritating too, if stuff cons to you and you're just trying to get from point A to point B.
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If you really think all of a sudden some green mob 10 levels lower will hault your progress you need to learn to play better.
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If you think the annoyance factor of training through a zone has fuckall to do with how well you play, you haven't the faintest clue what you're talking about. Loping Plains will be just as annoying when green as it is white and blue. Yes, you can invis past most of them. This wastes a lot of time spent at 0% run speed. Yes, you can go around most of the mobs. This wastes more time, and time is the only commodity that you cannot buy or recover. Frankly I'll be happy to see most of the zone grey out.
It's not that it's challenging. Precisely the opposite--it's that the mobs are trivial and it's not worth my time to stop and deal with them. Once you've trivialized content, it should no longer interfere with your passage. It's like stringing spider webs every five feet between my driveway and my front door.
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Sotanyavejin
OWG Fury
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10-31-2007, 04:16 PM
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Visitor
Character: Giralus
Guild: The Iron Fortress
Server: Butcherblock
Posts: 37
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Re: expansion of mentor rules
Thrusting a complete change in how every zone in the entire game works is a Huge risk, and seeing how eq2 is aimed at Casual players (and some of them complain that it takes to long to hit level cap already /baffled) doing this would be akin to adding spirit shards back into eq2 , it wouldn't realy effect high level/geared/skillfull players very much, but it would piss off to no end the low/mid/high level under geared/buttonmashing casual players that suddenly have everymob agro to them, i can see them ripping thier hair out of thier head if this ever went live /hehe
another issue is that , people who have played eq2 from release, and actualy did dungeon crawl thru all the old world content, when it took a full group to get thru these zones and now the zones are already much easier and you can sprint thru them in a group of 3 to 4 people at the correct levels, just would be a huge waste of time to have to be auto mentored and go thru the zone you have been thru 300 times already just becuase of a game mechanic
i would miss the mobs Turning away in fear of me when i walk past , hehe i still love that and would like to see it expanded with more emotes , hell some of them should run and hide from me ; )
Lastly , i would not mind if they made some very hard zones out of the old world content for level capped players ,similar to what they did with nect castle , hell i'd love to go thru a lvl 80 version of Runnyeye on insane difficulty setting,
but to have to go thru runyeye as a lvl 80 toon that gets auto mentored to level 30 something ? whats the point realy , i have been thru runnyeye on 4 toons already at the correct levels, and spent ALot of time in there on my Main toon from release when there were spirit shards, and exp was very slow in coming, now why would i want to go there out of the clear blue sky on my 80 toon and be forced back to level 30 ? again what purpose does it serve ? farm masters for alts is all i can think of
they could add in a feature to zones that you could click the door and be auto menterd to a level that the zone is yellow to orange conned! if you want to do the zone for quest updates and aa exp, but if your trying to SOLO a herioc zone with orange CON's and Orange con Nameds once again your going to have certain classes that cant solo herioc content, and even when Mentored down casual players will not suddenly turn into uber killing machines that can SOLO Herioc white/yellow/orange con mobs ,
if the zones are going to be blue/green to a self mentored person once again where is the challenge and/or point of wasting your time ?
last but not least : ) we already have Mentoring in the game, pretty much any old zone can be cleared with a group of 2 players maybe 2 % would need a 3rd person , but seriously if you dont have 3 friends or guildies willing to help you run thru a zone like runny eye in a 1/2 hour or less, then you have bigger issues then old zones turning grey to you
P.S. this change would not effect the game in any way for me, i would be over powered when self mentored to all the old world content and there would be no challenge in it what so ever, it would just be an needless annoyance, and with Stealth/Invis totems it becomes a waste of money also,
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10-31-2007, 04:34 PM
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Check... One... Two...
Guild: Holy Might
Server: The 'block
Posts: 125
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Re: expansion of mentor rules
Could you imagine the amount of grief coming out a an avatar pull that you lost due to killing surrounding trivial content. OMFG I do not even want to hear that rant start!
It is bad enough when fucking farmers hang behind you in SoS, PoF, etc just to gank the named you were fighting towards. Could you imagine clearing all the shit away from Valor only to have a group of tools pull it out from under you.
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Originally Posted by GM Estick
"I investigate. Please give me some moments."
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10-31-2007, 04:51 PM
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Character: Zartic Morningstar
Guild: Afterlife
Server: Spitspaw (returned)
Posts: 528
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Re: expansion of mentor rules
Quote:
Originally Posted by Alania
You never think your ideas through Gungo. This idea is awful. I don't want to have shit agroing me in CL, Ant, TS, and dear god, not Feerott. I leveled up so I don't have to deal with 500 thousand mobs tailing me while I run thru Feer to get to the Fear gate. Not to mention the pain it would cause for current avatar fights, having to clear out a bunch of now-conning mobs. And you honestly think that making Valor level 30 and a "truely epic fight" that drops level 80 gear is smart? Anyone over level 30 would be able to kill him for this nifty level 80 gear!
Not to mention, do you honestly think they could code this in? They can't even code a simple race change, I doubt they'll be able to figure out how to code in an auto-mentor.
EQ1 had mobs agro you no matter how much higher level you were. You know how retarded that shit was? Sure, it didn't hurt, and they missed more than hit, but it was annoying to run thru a zone that you are 60 levels above and have some stupid ass spider chasing you, like it even had a chance.
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I agree here, but I can see a point of this feature on Dungeons/instances where travel wouldn't be as much a issuer and forcing all that want to farm in the zone atlist work for names rather then just mentor 4-5 times to get em all whit no trash killing.
and making it so that it would be the highest possible lvl and still all Con most classes shouldn't have to much probling Soloing what they need, or if a challenge zone drag a friend whit you..
just my 2 cent not that this change would affected me but probably some Casual/quest aholects and Roleplayers
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Be aware of Tor's Mighty Missed-spelled Hammer
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10-31-2007, 05:26 PM
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Lil Newbie
Character: Alkanos/Terwin
Guild: Tairise
Server: Butcherblock
Posts: 2
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Re: expansion of mentor rules
Interesting idea, but it still has a bunch of problems. For example, how would you set the level limit for a zone like GFay, Darklight, or the new Sarnak zone? They're all level 1-20 zones, which is way too big a spread to keep from trivializing content.
For the comment about someone sitting in Oakmyst soloing up to 70, isn't there already a mechanic which lowers the amount of XP you get based on your true level and mentored level? So once you got to 20ish (which would already take quite a while just grinding), that stuff in Oakmyst would only give 10ish% of its normal XP. It would take forever to get to 70. The self mentoring could also just disable all combat XP when it turns on, that would completely prevent it.
As for the Avatars/travel/high-level-quest-in-low-level-zones concerns, how about this? Why not take the mandatory part out of the self mentoring. For example, create a clickie near the entrance to each zone which gives you the option to mentor yourself to the level limit for the zone. That way if you're just running through the zone you can choose not to use it, and stay 70. Avatars would stay at their normal max level, and people raiding them would avoid the clickie like the plague!  But these self-mentoring items would only be near the entrance, so that you can't run through most of the zone at high level, and mentor to a low level for the nameds.
Of course, that idea completely ignores the whole reason for this thread (The high level player mentoring only for the nameds). Oops...
(First post here at flames! Surprising what'll pull people out of the woodwork!  )
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10-31-2007, 05:28 PM
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Nobody
Guild: Blackberries
Server: Unrest
Posts: 8,445
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Re: expansion of mentor rules
Quote:
Originally Posted by Alkanos
Interesting idea, but it still has a bunch of problems. For example, how would you set the level limit for a zone like GFay, Darklight, or the new Sarnak zone? They're all level 1-20 zones, which is way too big a spread to keep from trivializing content.
For the comment about someone sitting in Oakmyst soloing up to 70, isn't there already a mechanic which lowers the amount of XP you get based on your true level and mentored level? So once you got to 20ish (which would already take quite a while just grinding), that stuff in Oakmyst would only give 10ish% of its normal XP. It would take forever to get to 70. The self mentoring could also just disable all combat XP when it turns on, that would completely prevent it.
As for the Avatars/travel/high-level-quest-in-low-level-zones concerns, how about this? Why not take the mandatory part out of the self mentoring. For example, create a clickie near the entrance to each zone which gives you the option to mentor yourself to the level limit for the zone. That way if you're just running through the zone you can choose not to use it, and stay 70. Avatars would stay at their normal max level, and people raiding them would avoid the clickie like the plague!  But these self-mentoring items would only be near the entrance, so that you can't run through most of the zone at high level, and mentor to a low level for the nameds.
Of course, that idea completely ignores the whole reason for this thread (The high level player mentoring only for the nameds). Oops...
(First post here at flames! Surprising what'll pull people out of the woodwork!  )
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Better idea, create an NPC in town that lets you mentor to whatever level you want.
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10-31-2007, 06:48 PM
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Done and Done.
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Re: expansion of mentor rules
Quote:
Originally Posted by Pinski
Better idea, create an NPC in town that lets you mentor to whatever level you want.
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Bingo. Or a potion, or an item, or whatever the fuck it could be. Let it be a choice to self mentor, and rehash old content. Hell, I think Illuminator would even agree with that.
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10-31-2007, 07:23 PM
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You are not your parse
Character: Sotanyavejin
Guild: Old World Guardians
Server: Guk
Posts: 87
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Re: expansion of mentor rules
Quote:
Originally Posted by Giralus
i would miss the mobs Turning away in fear of me when i walk past , hehe i still love that and would like to see it expanded with more emotes , hell some of them should run and hide from me ; )
Lastly , i would not mind if they made some very hard zones out of the old world content for level capped players ,similar to what they did with nect castle , hell i'd love to go thru a lvl 80 version of Runnyeye on insane difficulty setting
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QFE
A level 80 version of RE would be made of awesomeness and win. I love that zone.
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Sotanyavejin
OWG Fury
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