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  1. #1
    Player
    Coletergeist's Avatar
    Join Date
    Apr 2020
    Posts
    500
    Character
    Cin Aamon
    World
    Diabolos
    Main Class
    Reaper Lv 100
    Quote Originally Posted by KageTokage View Post
    I honestly don't get why they decided to retain the obnoxiously long tether ranges on enemies in Bozja as it was one of the things about Eureka that was rather widely hated, not to mention mobs can now be "trained" onto other players while trying to return to their spawn points, as they can/will aggro instead of ignoring you like in normal zones.

    Yes, it makes things "riskier" but there's already enough threat of dying without things chasing you halfway across the zone.

    It doesn't help that some of the star mobs that can potentially one-shot people are right near some of the aetherytes, too (The ones at the middle level in particular).

    I love it when this happens with mobs like Smok, too. ♥
    Don't know how many times either I have tried to kill Smok with Lost Death, missed, and ran to try again, but only for him to aggro on someone afterwards (oops). Or it happening to me (karma I guess lol)
    (1)

  2. #2
    Player
    Berteaux_Braumegain's Avatar
    Join Date
    Sep 2017
    Location
    Ul'dah
    Posts
    1,151
    Character
    Berteaux Braumegain
    World
    Balmung
    Main Class
    Red Mage Lv 90
    I wonder if this is an issue I never really noticed in Eureka because mobs would leave you alone after a while based on your level. I really miss that. Having to worry about getting aggro everywhere is kinda lame.
    (0)

  3. #3
    Player
    Stepjam's Avatar
    Join Date
    Jul 2019
    Posts
    1,203
    Character
    Gabriel Morgan
    World
    Adamantoise
    Main Class
    Dark Knight Lv 100
    I've yet to run into anyone griefing in safe zones. It's annoying that they don't deagro, but it's not the end of the world. Just gotta either kill them or run a bit further.

    Though it would be nice if running into camp did break agro, not gonna disagree there.
    (2)

  4. #4
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    They're not really 'safe zones' to begin with. That only applies to the initial entrance to the zone.
    (0)

  5. #5
    Player
    Mixt's Avatar
    Join Date
    Apr 2018
    Location
    Ul'dah
    Posts
    378
    Character
    Mixt Bell
    World
    Lich
    Main Class
    Paladin Lv 80
    I was talking to one of the Ironworks people in the initial zone to progress the quest line when a mob someone had dragged into the camp attacked me and interrupted the dialogue, forcing me to fight the thing and then restart the conversation with the quest NPC.

    So no, not even the opening zone is truly safe, at least not if you are speaking to one of the NPC's near the exit/entrance to the camp.

    I was not amused by that incident.
    (5)

  6. #6
    Player
    Berteaux_Braumegain's Avatar
    Join Date
    Sep 2017
    Location
    Ul'dah
    Posts
    1,151
    Character
    Berteaux Braumegain
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Mixt View Post
    I was talking to one of the Ironworks people in the initial zone to progress the quest line when a mob someone had dragged into the camp attacked me and interrupted the dialogue, forcing me to fight the thing and then restart the conversation with the quest NPC.

    So no, not even the opening zone is truly safe, at least not if you are speaking to one of the NPC's near the exit/entrance to the camp.

    I was not amused by that incident.
    I had that happen to me once while opening lockboxes. Someone dragged one of those early enemies into town. A Nimrod? Or a Nephyts? I can't remember.
    (0)

  7. #7
    Player
    Bsrking5's Avatar
    Join Date
    Mar 2018
    Posts
    1,018
    Character
    Alpha Lupi
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Even in war zones theres rear guards. I dunno why the starting camp at least doesnt have some guard npcs. You don't want your non combat troops attacked or high ranking troops to be ambushed or your staging areas/supplies picked apart.
    (6)

  8. #8
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,105
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Bsrking5 View Post
    Even in war zones theres rear guards. I dunno why the starting camp at least doesnt have some guard npcs. You don't want your non combat troops attacked or high ranking troops to be ambushed or your staging areas/supplies picked apart.
    Probably people would start tricking NPCs into fighting things for them...
    (0)

  9. #9
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,585
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Iscah View Post
    Probably people would start tricking NPCs into fighting things for them...
    Just don't let any rewards come if a guard kills it.

    We had this back in 1999 EverQuest.
    (4)

  10. #10
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,585
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Brings back my EQ days

    "Train to zone!"

    And even there they had these things called NPC guards in most places that could kill stuff that came near. The Bozja folks never heard of this concept or something?
    (2)
    Last edited by TaleraRistain; 10-23-2020 at 11:26 AM.

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