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Thread: Aggro Icon

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  1. #1
    Player
    Twiddle's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    354
    Character
    Amelia Inverse
    World
    Excalibur
    Main Class
    Blacksmith Lv 60
    I think that the icon is a great idea, am all for exploration and all that and the icon helps to know what mobs to avoid and which are safe. Some people's "learn it your self" ideology, is others frustration. Best example, even at 50, there are thing that can easy kill you, so imagine you spent the last hour ruining from camp A to get to camp B and 3min before you hit camp a you come across a mob. With this icon you can know if you can pet the mob and move on, or take 3min extra to go around it, instead of having to rerun from the start.
    I do agree that we need a toggle on/off for the icons, not only for mobs but for quest npc. That way some can learn the hard way, some can cut out frustration.
    (0)

  2. #2
    Player
    Smashington's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    139
    Character
    Gnu Who
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    It's true that players in Leve parties and Behest still don't know what mobs aggro. Or they can't judge the aggro distance very well. Or they don't understand the concept of pulling. Or they just aren't paying attention. Or something.

    The Aggro Icon did not make players any better at avoiding aggro.
    (0)

  3. #3
    Player
    Kashius's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    Kashius Bamdonculous
    World
    Ragnarok
    Main Class
    Arcanist Lv 15
    Quote Originally Posted by Twiddle View Post
    I think that the icon is a great idea, am all for exploration and all that and the icon helps to know what mobs to avoid and which are safe. Some people's "learn it your self" ideology, is others frustration. Best example, even at 50, there are thing that can easy kill you, so imagine you spent the last hour ruining from camp A to get to camp B and 3min before you hit camp a you come across a mob. With this icon you can know if you can pet the mob and move on, or take 3min extra to go around it, instead of having to rerun from the start.
    I do agree that we need a toggle on/off for the icons, not only for mobs but for quest npc. That way some can learn the hard way, some can cut out frustration.
    In that scenario you just avoid the mob anyways. Not sure why the icon is even the lest bit necessary or useful. Exploration is part of these types of an MMO, as is learning the game's mob's traits. I think that the icon, in addition to being fugly as hell, is pointless.

    How is it difficult, or even less fun, to just avoid things if you don't know their stance (passive/aggressive)? Then as you continue playing you learn which mobs to avoid in which areas. Trial/Error and other players giving you information is all part of the experience - why dumb it down to such a degree? Is it a game breaker? No. Silly and unnecessary? Yes.

    And what camp takes an hour to run to? With the changes to Anima usage for TP and the ability to set favorites, you shouldn't have to run THAT long to get anywhere...
    (0)
    Last edited by Kashius; 03-10-2011 at 12:55 AM. Reason: Addendum
    -Kash