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Down FD mob notice.
Posted: Thu Apr 15, 2010 11:22 pm
by Phantasm
Please. It's so bad that I'll get hit in between dlining in and out of a room, it's hard to go even a few rooms without getting hit. What's the point of having sneak? I'm not saying this because I die because of it, but because it's obnoxious. I know everyone else on DS that PKs in FD agrees.
Posted: Thu Apr 15, 2010 11:29 pm
by Lamgwin
are you talking about aggro speed, or mob notice? i'm confused as to which you are wanting downed.
Posted: Fri Apr 16, 2010 12:33 am
by Chase
I agree. I also say remove track from gk mobs..
Posted: Fri Apr 16, 2010 6:35 am
by Syrik
I still think we should down all mobs.
Posted: Fri Apr 16, 2010 2:23 pm
by Racyn
wait threr r mods for this game howdo i dl them??
Posted: Fri Apr 16, 2010 2:59 pm
by Evilina
I have a warrant mod I'll sell you Racyn, it will make you a fade.
Posted: Fri Apr 16, 2010 4:14 pm
by Fogel
Okay, so here's the deal with this. I can change mobs so that they have a lower chance of aggroing, but there is a catch. The more mobs there are in a room, the greater the chance of you being attacked. So a gate room will probably still aggro you at the same speed as currently, while solo mobs could take a long time. It appears that mobs should still assist players at the first opportunity, so using one or two mobs in small numbers PK should still be fine.
So basically it will become easier to quickly spam through a zone, but gate rooms, smobs, city heads, patrols, etc won't really be affected. Thoughts?
Posted: Fri Apr 16, 2010 4:23 pm
by Otar
Sounds awesome.
Posted: Fri Apr 16, 2010 4:28 pm
by Chase
Yea, I just hope that mobs will assist a player who is on a hidden instead of waiting quite a long time. Otherwise it sounds great.
Posted: Fri Apr 16, 2010 5:32 pm
by Phantasm
PERFECT <3
Posted: Sat Apr 17, 2010 3:56 pm
by Fogel
Some changes to mob aggroing went in after reboot earlier today. Let me know how it works out.