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  1. #11
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    Join Date
    Oct 2011
    Posts
    132
    Quote Originally Posted by Jinko View Post
    Just like some suggested to make the mobs not return to their spawn position.

    Like Chyio said in WoW you can't do that because the mobs don't reset which means if you aggro something you either kill it or you die, I think in 11 they didn't reset either.
    The biggest reason they can't do this is because although it might look like it's a single zone due to seamlessness, it isn't. In addition to the long 'corridors of loading', there are small quickload areas all over the place, hence the reason why the stats of your fellow party members go ???? the moment you're decently far away from them even if you're in the same zone (remember how in FFXI you could see the PT member's HP/MP even if they're across the entire map as long as you're in the same zone?). And because mobs can't cross these quickload zones, they have to be leashed.

    That's how I understand it, anyway. I could be wrong.

    By the way, this issue could be solved if there are enough of this 'teleport quicksands' and you have to have no enmity on the mobs which are guarding them before you can teleport, which seems like the case in this raid.

    But, as many others have pointed out, it really is useless to complain until we have actually experienced it first hand, and have done so at least several times.
    (2)
    Last edited by Stanislaw; 03-08-2012 at 04:32 AM.


    Stanislaw | Durandal Server