Quote Originally Posted by Ransom View Post
On the one hand, yes, it's annoying. On the other hand...

Final Fantasy Eleven would like a word.

Imagine that mobs don't EVER stop chasing until you exit the zone or die.
Now imagine that they pick up potentially dozens of adds, with even normally non-aggro mobs of their type
joining in the chase and also NEVER giving up.
Now imagine that, when the chase is over, they don't go non-aggro while they quickly run home, but instead
slooooowly walk home while remaining aggressive the entire time.

There was a place called Crawler's Nest that was regularly shut down for (real life) days on end from the
murder swarm of over a hundred high-level crawlers just inside the door.

So yes, it's totally annoying, but it could be worse.
As I mentioned, Everquest was like this too, and it actually made the game more fun. Having to run out of a zone to avoid a train of monsters was actually better in my opinion (and reminds me of Fansy the bard who trolled people near the docks in Oasis).

The biggest difference (as I also mentioned) is that guards at towns in Everquest were generally powerful and would attack monsters that got near so you didn’t have the issues like in Bozja where you run by friendly NPCs into a camp but still have monsters trailing you. It’s like they implemented only part of these mechanics from other games but missed a critical other portion and that has made it annoying.