Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 22
  1. #11
    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)

  2. #12
    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)

  3. #13
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,792
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by MsMisato View Post
    However, once you learn that mobs can chase you for a long distance or that a rank 5 or 1 star can send you into the next life packing really quick, you learn to navigate around them. I too wasn't paying attention and met my ultimate demise by getting one shotted. Personally I don't find it as bad as a lot of people make it to be.
    The mobs being strong and chasing you forever isn't the problem. The problem is that unlike in the rest of the game, when a mob stops chasing you (or you die) it doesn't just go invincible and run back to its spawn point. Instead it aggros anyone else who's nearby and attacks them too. This can lead to people getting killed while just standing in the base minding their own business.
    (5)

  4. #14
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    Quote Originally Posted by Brightamethyst View Post
    The mobs being strong and chasing you forever isn't the problem. The problem is that unlike in the rest of the game, when a mob stops chasing you (or you die) it doesn't just go invincible and run back to its spawn point. Instead it aggros anyone else who's nearby and attacks them too. This can lead to people getting killed while just standing in the base minding their own business.
    Not only can they be killed but also missing the next fate or at least be hindered by it. I was in the camp trying to get to another zone and because someone lost the monster right next to me I was forced to kill it, losing quite a bit of time while the one being chased was teleporting away...

    And it being a war zone rings hollow since if that is the case why even have zones at all? Just put all the NPCs right in the middle of high level monsters, its war after all.
    (1)

  5. #15
    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. #16
    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)

  7. #17
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,034
    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)

  8. #18
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,439
    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.

  9. #19
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,439
    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. #20
    Player
    Caitlinzulu's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    889
    Character
    Caitlin Seraphim
    World
    Shiva
    Main Class
    Archer Lv 100
    We have this here too. the entrances to cities usually have guards. North shroud springs to mind specificly. Why not do it in bozja is a mystery to me. Its not like there is anything big near the starting area.
    (1)

Page 2 of 3 FirstFirst 1 2 3 LastLast