Originally Posted by
eroz_c
WTF. So now I don't know what mission I am doing? I know the dungeon and what I am doing well enough to not warrant any maybes. Second, you can clear an area that is just a few rooms fine if you extend your train to the next rooms.
So explain how one is suppose to lose all agg when running maybe just one room over and entering a room that also has mobs which agg on sight. Generally you need to put a decent amount of space and/or obstacles between you and the mobs to lose the agg you have. Then that tends to be more difficult when you have agg from many mobs as while some may drop agg when you duck behind something, others don't. If you have to run around the same area the agg you lost can be picked up again. We're not talking wide open spaces here, you're in congested little rooms each with mobs that agg on sight.
I said maybe you were running through to the smuggs area as that made the most sense as it does provide more space to lose agg and fit the indicated lvl.
Originally Posted by
eroz_c
Besides, the respawn time change wins the easiness argument you waved when we were talking about killing the mobs in any order in an earlier thread.
You didn't like the idea as it apparently at this time would require multiple missions to be uploaded so each could count the mob kills individually. With the idea I proposed here which mobs in which order you killed wouldn't matter so you'd only need the one mission uploaded which is what you wanted.
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Originally Posted by
Gatester
Funny thing is, I did the exact same thing. I mentioned it once over a week ago now after reading their post, then corrected myself. It makes me wonder who the one who has not been reading is.
You've said you had the wrong idea in posts before, then proceeded to still have the wrong idea.
Originally Posted by
Gatester
Now, let's look back at some things you said and see how your complaints to me work with your current version of the mission suggestion. You wish for players in the 90-125 range to, intended to be completed without the assistance of others, reach 8 or 9 areas to "tag" locations to match the current mantis reward while not having aggro from any monster.
So those that are just crawling through will be having to kill every mob in an area so they can move to the next step of a mission.
There are indeed a lot of these mobs, and now we must kill everyone of them.
If you can get wild aggro that means even more mobs you have to kill or you cannot continue your mission.
You claim there could be even more mobs dropped off in a room, which means even more fun for those having to kill every single one.
If you're on your own you tend to draw less agg than if you're in a group that sticks close together. So if you're on your own you may not need to kill everything. Although if the spawn times are not changed you'd have more time to do so. Then if you're in a group and draw more agg you have others with you to help deal with it.
With kill ones unless you had some form of crowd control nanos (roots, snares or calms) when doing it at the lvl you get the missions you can't really run around with a growing number of unneeded mobs bashing on you. If you pulled agg from mobs you didn't need you'd have to kill them before moving on or run the risk of gathering too much agg and getting killed yourself. To make matters worse if they were required for a later step in the mission chain it means you'd then need to find more later or wait for them to respawn.
If it doesn't matter what mobs you kill just that you don't have agg when you do each task the order and number of mobs killed doesn't matter. Sometimes you'd end up killing more, sometimes less.
Originally Posted by
Gatester
Now what are these lowbies supposed to do when a ravager is parked on top of their "tagging" location?
The same can happen with kill ones too so they'd have to deal with them either way.
Originally Posted by
Gatester
In the kill mission, if mobs are already dead you are waiting in the safety of another room for those mobs to respawn so you can pull and kill them. With a tagging mission, you have to be in the potentially dangerous room never knowing if a horde of mantis will suddenly respawn OR if you will be stalled in updating a mission because mantis continue to respawn and aggro you.
First off as I said before mobs with the kill ones they can spawn out of order as people run through to areas to do other things, not just what you're doing. So they can pop at unexpected times and not in the right order for your mission. Then others could show up again to run through to somewhere else to do something else keeping the order out of whack, not everyone may team with you and so forth. So you're not going to always be able to sit in safety as you wait for a nice cycled order of spawns that works just right for your mission.
Then with the task based mission as I've said before the task you're doing relates to a thing or NPC that can not be killed or destroyed so is always there. If you make it to the location, it's there, you deal with your remaining agg if any, do the task and move on.
Part of the value of the change is to provide some unavoidable risk to doing it so there's a reason to give those healthy multi staged rewards. If you can just park a char in relative safely at the front door while a higher lvl not even in your team range kills for you a long ways away it just doesn't seem that deserving of some significant rewards.
Originally Posted by
Gatester
So you did admit at one point that there would be training, except now training would be the strongest argument against your suggestion so it has been deemed unlikely to happen because
which returns us to the issue of
where all those mobs that killed the trainer are now stacked on the path to or next to a "tagging" location.
If I went through your posts and selected small segments I could make you seemingly say all sorts of things that fit my agenda too.
Often enough people use their higher lvl or 220 to do the killing. A higher lvl can deal with having agg on them so doesn't really worry about the agg they could get. Furthermore having agg doesn't prevent you from killing certain mobs in a certain order for a lower char tucked away someplace fairly safe a long ways off.
Now with the task missions you can't have agg. So charging through not worrying about how much agg you have would not be possible. If you have agg you can't complete the task. Also the higher lvl can't leave the lowbie at the door, the lowbie needs to come along. So one would kill or calm their way along keeping the lowbie safe, not charge off hoping the lowbie can survive then deal with the agg later.
If you're doing it with the char in question there's even more reason to kill or calm your way through rather than training. First off having agg again prevents you from completing the task. Then you're not as capable of surviving should you wind up with a large mass of mobs on you. So you'd want to deal with things carefully.
Then since the other dailies would also require one to not have agg those doing them would also not go training about for the same reasons you can't. The only place that would have some real risk of a train would be those running to the mantis queen room to farm eggs. Although that exists now as well. Plus as the mob spawn times wouldn't need to be changed if you chewed your way forward while doing the high lvl mantis mission there wouldn't be as much to anything for that person to train onto you.
Originally Posted by
Gatester
Now what exactly did your suggestion accomplish that would be better than a simple 10 minute respawn rate?
So you said above there are a lot of mobs there and from all your talk about training and how things may spawn at unwanted times so evidently the mobs aren't always real easy to deal with. Which bring us back to my point of getting more than you'd expect and may be able to deal with more often when mobs start spawning much more quickly. Then as they are showing up more often that would actually make training worse. People would still be running through with higher lvls to get from point A to B, with faster respawn times they would be more likely to have larger trains. Which again is fine for the high lvls but potentially big trouble for the lower lvls doing the various missions themselves.
Smuggs missions in particular cover a very wide lvl range. Seems like about lvl 100-199. Things those in the top end of that range can brush off easily could be unmanageable for those in the bottom end but they're all stuck in there together.